diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 113 |
1 files changed, 24 insertions, 89 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 81af1fdc8a..2844cc8574 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,59 +71,8 @@ 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 - -} +vec3 srgb_to_linear(vec3 cs); +vec3 getNorm(vec2 pos_screen); vec4 correctWithGamma(vec4 col) { @@ -133,7 +82,6 @@ vec4 correctWithGamma(vec4 col) vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -153,7 +101,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) 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)); @@ -171,7 +118,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -182,19 +128,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) return ret; } - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { @@ -206,26 +140,26 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; float dist = length(lv); + + if (dist >= size) + { + discard; + } dist /= size; - if (dist > 1.0) - { - discard; - } - + float shadow = 1.0; if (proj_shadow_idx >= 0) { vec4 shd = texture2DRect(lightMap, frag.xy); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; + shadow += shadow_fade; + shadow = clamp(shadow, 0.0, 1.0); } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -238,8 +172,8 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 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; @@ -251,7 +185,8 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - + da = clamp(da, 0.0, 1.0); + vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; @@ -280,18 +215,17 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); dlit = color.rgb * plcol.rgb * plcol.a; - + col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + + amb_da += (da*0.5+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 += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; amb_da *= dist_atten * noise; - amb_da = min(amb_da, 1.0-lit); col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; @@ -317,8 +251,9 @@ void main() 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; + vec3 speccol = dlit*scol*spec.rgb*shadow; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; } } |