diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl')
-rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 236 |
1 files changed, 195 insertions, 41 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 99a277fbfc..7689b72d20 100644..100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -31,8 +32,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -VARYING vec4 vertex_color; - uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -41,6 +40,7 @@ uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -49,6 +49,7 @@ uniform vec3 proj_n; uniform float proj_focus; //distance from plane to begin blurring uniform float proj_lod; //(number of mips in proj map) uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; uniform float proj_ambiance; uniform float near_clip; uniform float far_clip; @@ -58,16 +59,127 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -VARYING vec4 vary_light; +uniform float size; +uniform vec3 color; +uniform float falloff; +VARYING vec3 trans_center; VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; +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; +} + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec4 correctWithGamma(vec4 col) +{ + return vec4(srgb_to_linear(col.rgb), col.a); +} + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -85,6 +197,15 @@ void main() frag.xyz = frag.xyz*0.5+0.5; frag.xy *= screen_res; + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = trans_center.xyz-pos.xyz; + float dist = length(lv); + dist /= size; + if (dist > 1.0) + { + discard; + } + float shadow = 1.0; if (proj_shadow_idx >= 0) @@ -96,17 +217,9 @@ void main() shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); } - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 > 1.0) - { - discard; - } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + float envIntensity = norm.z; + norm = decode_normal(norm.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -119,8 +232,15 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = vertex_color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float fa = falloff+1.0; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + + if (dist_atten <= 0.0) + { + discard; + } lv = proj_origin-pos.xyz; lv = normalize(lv); @@ -130,6 +250,10 @@ void main() vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec4 spec = texture2DRect(specularRect, frag.xy); + + vec3 dlit = vec3(0, 0, 0); + float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && @@ -137,44 +261,67 @@ void main() proj_tc.x > 0.0 && proj_tc.y > 0.0) { + float amb_da = proj_ambiance; float lit = 0.0; + if (da > 0.0) { + lit = da * dist_atten * noise; + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; - vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex*shadow; - } - - float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); - float amb_da = proj_ambiance; - if (da > 0.0) - { + col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + amb_da += (da*da*0.5+0.5)*proj_ambiance; - + amb_da *= dist_atten * noise; - + amb_da = min(amb_da, 1.0-lit); - - col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - - vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) { + dlit *= min(da*6.0, 1.0) * dist_atten; + vec3 npos = -normalize(pos); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + col += dlit*scol*spec.rgb*shadow; + //col += spec.rgb; + } + } + + + + + + if (envIntensity > 0.0) + { vec3 ref = reflect(normalize(pos), norm); //project from point pos in direction ref to plane proj_p, proj_n @@ -185,24 +332,31 @@ void main() { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { - stc.xy /= stc.z+proj_near; - + stc.xy /= stc.w; + + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); + + //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb; } } } } + //not sure why, but this line prevents MATBUG-194 + col = max(col, vec3(0.0)); + frag_color.rgb = col; frag_color.a = 0.0; } |