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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl382
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl12
2 files changed, 199 insertions, 195 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 05192e1737..f817817f37 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -77,221 +77,223 @@ vec3 getNorm(vec2 pos_screen);
vec4 correctWithGamma(vec4 col)
{
- return vec4(srgb_to_linear(col.rgb), col.a);
+ 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 = 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);
+ 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);
d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 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 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);
-
- 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 ret = texture2DLod(projectionMap, tc, lod);
+
+ 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);
void main()
{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
-
- if ((size > 0) && ((dist / size) > 1.0))
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = center.xyz-pos.xyz;
+ float dist = length(lv);
+
+ if (dist >= size)
{
discard;
}
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag.xy);
- shadow = max(shd.b, shd.a) + shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
- }
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-
- float envIntensity = norm.z;
-
- norm = getNorm(frag.xy);
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- 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);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- 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 &&
- proj_tc.y < 1.0 &&
- 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 = 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;
- }
-
- //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)*(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;
- }
-
-
- if (spec.a > 0.0)
- {
- vec3 npos = -normalize(pos);
- dlit *= min(da*6.0, 1.0) * dist_atten;
-
- //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);
+ dist /= size;
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag.xy);
+ shadow = (proj_shadow_idx==0)?shd.b:shd.a;
+ shadow = clamp(shadow, 0.0, 1.0);
+ shadow += shadow_fade;
+ }
+
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+
+ float envIntensity = norm.z;
+
+ norm = getNorm(frag.xy);
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z < 0.0)
+ {
+ discard;
+ }
+
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = (falloff * 0.5)+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);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ 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 &&
+ proj_tc.y < 1.0 &&
+ 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 = 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;
+ }
+
+ //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)*(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;
+ }
+
+
+ if (spec.a > 0.0)
+ {
+ vec3 npos = -normalize(pos);
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+
+ //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);
vec3 speccol = dlit*scol*spec.rgb*shadow;
speccol = max(speccol, vec3(0));
- col += speccol;
- }
- }
-
-
-
-
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
+ col += speccol;
+ }
+ }
+
+
+
+
+
+ if (envIntensity > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- 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;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ 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;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 4a5f5e642b..510d1ca9fd 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -144,18 +144,20 @@ void main()
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
- if ((size > 0) && ((dist / size) > 1.0))
+ if (dist >= size)
{
discard;
}
-
+ dist /= size;
+
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
- shadow = max(shd.b, shd.a) + shadow_fade;
- shadow = min(shadow, 1.0);
+ shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
+ shadow = clamp(shadow, 0.0, 1.0);
+ shadow += shadow_fade;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
@@ -173,7 +175,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = falloff + 1.0;
+ float fa = (falloff * 0.5) + 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;