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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl139
1 files changed, 111 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 9df9d75905..67bac1f7c2 100644..100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -38,7 +38,6 @@ uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
uniform float blur_size;
uniform float blur_fidelity;
@@ -60,16 +59,13 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
uniform vec3 sun_dir;
-
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -79,6 +75,43 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+#endif
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -118,7 +151,6 @@ vec3 getAtmosAttenuation()
return vary_AtmosAttenuation;
}
-
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
@@ -222,6 +254,10 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
+ /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/
+
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
@@ -239,6 +275,15 @@ vec3 atmosTransport(vec3 light) {
light += getAdditiveColor() * 2.0;
return light;
}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+
+
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
@@ -273,65 +318,103 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
+
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
+
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
+ //convert to gamma space
+ diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2));
+
vec3 col;
float bloom = 0.0;
-
- if (diffuse.a < 0.9)
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+
float scol = max(scol_ambocc.r, diffuse.a);
+
+
+
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
+ col += atmosAffectDirectionalLight(max(min(da, scol), 0.0));
col *= diffuse.rgb;
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
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, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
-
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 4;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
+ }
+
+
+ col = mix(col, diffuse.rgb, diffuse.a);
- //add environmentmap
+ if (envIntensity > 0.0)
+ { //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(spec.a-diffuse.a*2.0, 0.0));
- }
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
+ col = mix(col.rgb, refcol,
+ envIntensity);
+
+ }
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ col = pow(col, vec3(2.2));
+
+ //col = vec3(1,0,1);
+ //col.g = envIntensity;
}
-
+
frag_color.rgb = col;
frag_color.a = bloom;
}