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path: root/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl113
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;
}
}