diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 93 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl | 28 |
2 files changed, 48 insertions, 73 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 60082f40d6..d327216a0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -270,72 +270,41 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - calcAtmospherics(pos.xyz, 1.0); + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) + { + calcAtmospherics(pos.xyz, 1.0); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + col *= diffuse.rgb; - col *= diffuse.rgb; + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } - if (spec.a > 0.0) // specular reflection + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + } + else { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; - - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = max(dot(refn, reflight.xyz), 0.0); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); - + gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl index 9dfacfb520..2cce43e2bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -266,7 +266,7 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 fcol = vec3(0,0,0); + vec4 fcol = vec4(0,0,0,0); for (int i = 0; i < samples; ++i) { @@ -280,17 +280,16 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texelFetch(diffuseRect, itc, i); - if (diffuse.a >= 1.0) - { - fcol += diffuse.rgb; - } - else + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) { vec4 spec = texelFetch(specularRect, itc, i); calcAtmospherics(pos.xyz, 1.0); - vec3 col = atmosAmbient(vec3(0)); + col = atmosAmbient(vec3(0)); col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); col *= diffuse.rgb; @@ -304,15 +303,22 @@ void main() vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together - col += dumbshiny * spec.rgb; + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; } col = atmosLighting(col); col = scaleSoftClip(col); - fcol += col; + col = mix(col, diffuse.rgb, diffuse.a); } + else + { + col = diffuse.rgb; + } + + fcol += vec4(col, bloom); } - gl_FragColor.rgb = fcol.rgb/samples; - gl_FragColor.a = 0.0; + gl_FragColor = fcol/samples; } |