diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
9 files changed, 51 insertions, 43 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 772859576f..9883ece648 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,9 +86,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec //get distance float d = length(lv); - float da = 1.0; - vec3 col = vec3(0); if (d > 0.0 && fa > 0.0) @@ -100,7 +98,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec da = max(0.0, dot(norm, lv)); //distance attenuation - float dist = d; + float dist = d/la; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; @@ -109,9 +107,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 + // to match spotLight (but not multiSpotLight) *sigh* float lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; - float amb_da = (da*da*0.5 + 0.5) * ambiance; + float amb_da = (da*da*0.5 + 0.25) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 53391da9aa..4beb334f5a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -47,6 +47,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -94,7 +96,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 09bb6c5bb8..c8f4d7c570 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -42,6 +42,9 @@ vec3 scaleSoftClipFrag(vec3 l); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR @@ -199,7 +202,7 @@ void main() #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; + vec3 gamma_diff = linear_to_srgb(diffcol.rgb); #endif #if HAS_SPECULAR_MAP @@ -332,6 +335,7 @@ void main() } col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); vec3 npos = normalize(-pos.xyz); @@ -352,7 +356,8 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a,glare)*vertex_color.a; - col = scaleSoftClipFrag(col); + //convert to gamma space for display on screen + col.rgb = linear_to_srgb(col.rgb); #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index c6c12f80f8..d964ce8eee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_data[3]; uniform vec4 color; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; uniform vec3 lumWeights; uniform float moon_brightness; uniform float minLuminance; @@ -57,6 +58,7 @@ void main() vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); + //c.rgb *= moonlight_color.rgb; frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cbc19bbba3..058e939ec8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -44,8 +44,8 @@ vec3 linear_to_srgb(vec3 cl); void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - diff.rgb = linear_to_srgb(diff.rgb); - frag_color = diff; + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); + diff.rgb = linear_to_srgb(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 6c509b7616..d04ac6851a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -39,19 +39,18 @@ uniform vec2 proj_shadow_res; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; - +uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; uniform mat4 inv_proj; uniform vec2 screen_res; +uniform int sun_up_factor; -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; - float offset = max(0.75, light_dir.z); - stc.z += offset * shadow_bias * 3.33 * bias_mul; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.z += shadow_bias * bias_mul* 2.0; + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs * 4.0; @@ -61,7 +60,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_sc shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.125; + return shadow * 0.125; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -85,23 +84,18 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { + float shadow = 0.0f; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); - float dp_directional_light = max(dp_sun,dp_moon); + float dp_directional_light = (sun_up_factor == 1) ? dp_sun : dp_moon; dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); - vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; - vec3 offset = light_dir * (1.0-dp_directional_light); - vec3 shadow_pos = pos.xyz + (offset * shadow_bias); - - float shadow = 0.0f; - vec4 spos = vec4(shadow_pos,1.0); - - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - if (dp_directional_light <= 0.0) - { - return 0.0; - } + vec3 shadow_pos = pos.xyz; + vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); + shadow_pos += offset; + vec4 spos = vec4(shadow_pos.xyz, 1.0); if (spos.z > -shadow_clip.w) { @@ -117,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -129,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w; weight += w; } @@ -140,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -151,20 +145,22 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } shadow /= weight; } - - shadow = min(dp_directional_light, shadow); + else + { + return 1.0f; // lit beyond the far split... + } return shadow; } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) { - float shadow = 0.0f; + float shadow = 1.0f; pos += norm * spot_shadow_offset; vec4 spos = vec4(pos,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 7c02d31d43..83dd9da091 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 67e7604e22..8a98d6a489 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -39,7 +39,6 @@ uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; uniform float custom_alpha; -uniform vec4 sunlight_color; uniform float time; float twinkle(){ diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index b66b56e0fb..947c301110 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_color; uniform vec4 color; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; uniform vec3 lumWeights; uniform float moon_brightness; uniform float minLuminance; @@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0; void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); // mix factor which blends when sunlight is brighter @@ -55,8 +56,9 @@ void main() float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); + c.rgb = pow(c.rgb, exp); + //c.rgb *= moonlight_color.rgb; - frag_color = vec4(c.rgb, c.a); + frag_color = vec4(c.rgb, c.a); } |