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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl149
1 files changed, 125 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 6d6ad6d565..92e1ac95a6 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;
@@ -39,6 +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
@@ -67,17 +69,81 @@ 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.rgb = srgb_to_linear(ret.rgb);
- vec2 dist = tc-vec2(0.5);
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+ float det = min(lod/(proj_lod*0.5), 1.0);
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
@@ -85,6 +151,7 @@ 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));
@@ -102,6 +169,7 @@ 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);
@@ -135,9 +203,9 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= size;
- if (dist2 > 1.0)
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
{
discard;
}
@@ -154,7 +222,8 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ float envIntensity = norm.z;
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -168,7 +237,10 @@ void main()
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 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;
@@ -182,6 +254,10 @@ 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 &&
@@ -189,21 +265,21 @@ void main()
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
- float lit = 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 = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
+ dlit = color.rgb * plcol.rgb * plcol.a;
- col = lcol*lit*diff_tex*shadow;
+ col = dlit*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
@@ -219,10 +295,37 @@ void main()
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
@@ -237,24 +340,22 @@ void main()
if (stc.z > 0.0)
{
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+ stc /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
frag_color.rgb = col;
frag_color.a = 0.0;
}