summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/deferred
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl26
4 files changed, 45 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e6bdaf265e..210ecce8db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -78,6 +77,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void mirrorClip(vec3 pos);
+
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
@@ -167,6 +168,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
void main()
{
+ mirrorClip(vary_position);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 34d86b6147..059c2a64ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -87,9 +87,10 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+void mirrorClip(vec3 pos);
void waterClip(vec3 pos);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
@@ -110,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 p, // pixel position
@@ -156,6 +157,8 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
void main()
{
+ mirrorClip(vary_position);
+
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
@@ -178,7 +181,7 @@ void main()
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -215,7 +218,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
-
+
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
@@ -242,7 +245,7 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
-
+
frag_color = max(vec4(color.rgb,a), vec4(0));
}
@@ -292,7 +295,7 @@ void main()
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
-
+
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 10bfe2c5d5..1bd5f5a718 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -35,23 +35,23 @@ in vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform float shadow_bias;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 2f1819bff7..e0333b6044 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -32,23 +32,23 @@ out vec4 frag_color;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- col.g = calcAmbientOcclusion(pos, norm, pos_screen);
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}