diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 49 | 
1 files changed, 33 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 491b757b82..36d5b8a099 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -92,12 +92,14 @@ uniform vec4 light_position[8];  uniform vec3 light_direction[8]; // spot direction  uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()  uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff  vec3 srgb_to_linear(vec3 c);  vec3 linear_to_srgb(vec3 c);  // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it  vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -139,29 +141,23 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output  // la = linear attenuation, light radius  // fa = falloff  // See: LLRender::syncLightState() -vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, -    vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, -    float la, float fa, float is_pointlight, float ambiance) +vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff, +    vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln, +    float lightSize, float lightFalloff, float is_pointlight, float ambiance)  {      vec3 intensity = vec3(0); -    vec3 lv = lp.xyz - v; +    vec3 lv = lp.xyz - p;      vec3  h, l;      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); -    if (lightDist > 0.0) -    { -        float falloff_factor = (12.0 * fa) - 9.0; -        float inverted_la = falloff_factor / la; - -        float dist = lightDist / inverted_la; +    float dist = lightDist/lightSize; -        float dist_atten = calcLegacyDistanceAttenuation(dist,fa); -        if (dist_atten <= 0.0) -            return intensity; +    if (dist <= 1.0 && nl > 0.0) +    { +        float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); -        vec3 reflect90 = vec3(1);          float specWeight = 1.0;          lv = normalize(lv); @@ -169,7 +165,13 @@ vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff,          nl *= spot * spot;          if (nl > 0.0) -            intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); +        { +            vec3 color = vec3(0); +            intensity = dist_atten * nl * lightColor;  +            color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); +            color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); +            return color; +        }      }      return intensity;  } @@ -270,7 +272,20 @@ void main()      vec3 light = vec3(0);      // Punctual lights -#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), base.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \ +                    reflect0, \ +                     reflect90, \ +                     alphaRough, \ +                     c_diff, \ +                     light_diffuse[i].rgb, \ +                     base.rgb, \ +                     pos.xyz, \ +                     v, \ +                     n, \ +                     light_position[i], \ +                     light_direction[i].xyz, \ +                     light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \ +                     light_attenuation[i].z, light_attenuation[i].w );      LIGHT_LOOP(1)      LIGHT_LOOP(2) @@ -280,6 +295,8 @@ void main()      LIGHT_LOOP(6)      LIGHT_LOOP(7) +    col.rgb += light.rgb; +      col.rgb = linear_to_srgb(col.rgb);      col *= atten.r;      col += 2.0*additive;  | 
