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-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaF.glsl164
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl63
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl62
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl5
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaV.glsl128
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl113
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl136
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl98
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl46
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl46
10 files changed, 588 insertions, 273 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
deleted file mode 100755
index 12706f130b..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ /dev/null
@@ -1,164 +0,0 @@
-/**
- * @file alphaF.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
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-uniform float shadow_bias;
-
-uniform mat4 inv_proj;
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- float shadow = 0.0;
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
-
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
-
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 228dc104ac..9670d59399 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -52,12 +52,54 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
+VARYING vec3 vary_norm;
uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return vec3(a,a,a);
+}
+
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(pow(dot(n, lv), 0.7), 0.0);
+ }
+
+ return vec3(da,da,da);
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -161,17 +203,32 @@ void main()
{
shadow = 1.0;
}
-
+ vec3 n = vary_norm;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(n, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
+ vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
+
+ #define LIGHT_LOOP(i) \
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index c3950a10e1..fae279fba0 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -53,6 +53,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform vec2 shadow_res;
@@ -60,6 +61,47 @@ uniform float shadow_bias;
uniform mat4 inv_proj;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return vec3(a, a, a);
+}
+
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(pow(dot(n, lv), 0.7), 0.0);
+ }
+
+ return vec3(da,da,da);
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -169,15 +211,31 @@ void main()
{
shadow = 1.0;
}
+ vec3 n = vary_norm;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(n, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
+ vec4 col = vec4(vary_ambient + dlight*shadow, 1.0);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
+
+ #define LIGHT_LOOP(i) \
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 9629cfe824..7f4d82ecc6 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-
+VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@@ -115,7 +115,8 @@ void main()
n.xyz = normalize(n.xyz-pos.xyz);
vec3 norm = n.xyz;
-
+ vary_norm = norm;
+
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 1586aab0f2..13c6ffc607 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -25,19 +25,36 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
+#endif
+
ATTRIBUTE vec3 normal;
+
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
+#endif
+
ATTRIBUTE vec2 texcoord0;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+#ifdef IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
+#endif
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-float calcDirectionalLight(vec3 n, vec3 l);
+vec3 calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -50,9 +67,12 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+#endif
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@@ -63,13 +83,15 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-float calcDirectionalLight(vec3 n, vec3 l)
+uniform vec3 sun_dir;
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
- return a;
+ return vec3(a,a,a);
}
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -96,55 +118,107 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(dot(n, lv), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#ifdef HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+
+#ifdef IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+#endif
+
+#ifdef USE_INDEXED_TEX
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
+#else
+ vary_texcoord0 = texcoord0;
+#endif
+ vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
+
calcAtmospherics(pos.xyz);
+#ifndef USE_VERTEX_COLOR
+ vec4 diffuse_color = vec4(1,1,1,1);
+#endif
+
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
- vary_pointlight_col = col.rgb*diffuse_color.rgb;
+ vary_pointlight_col = dff;
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(col.rgb);
- vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
+ vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
+ vary_ambient = col.rgb*dff;
- col.rgb = col.rgb*diffuse_color.rgb;
+ col.rgb = col.rgb*dff;
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
-
-
+#endif
+#ifdef HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#else
+
+#ifdef IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
+#endif
+
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 5621e47ab7..eaacb93cb9 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -39,6 +39,7 @@ 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
@@ -67,10 +68,51 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(pow(col.rgb, vec3(2.2)), col.a);
+}
+
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
-
+ ret = correctWithGamma(ret);
+
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@@ -85,7 +127,8 @@ 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));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -102,7 +145,8 @@ 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);
float d = dot(dist,dist);
@@ -154,7 +198,10 @@ 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);
@@ -169,6 +216,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
@@ -177,11 +225,15 @@ void main()
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 &&
@@ -189,21 +241,21 @@ 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;
+ dlit = color.rgb * plcol.rgb * plcol.a;
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex*shadow;
+ col = dlit*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
@@ -219,10 +271,37 @@ 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)
{
+ 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);
+ 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
@@ -239,8 +318,9 @@ void main()
{
stc.xy /= stc.w;
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
+ //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
@@ -248,8 +328,7 @@ void main()
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, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 9df9d75905..4fe2f1551e 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -38,7 +38,6 @@ uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
uniform float blur_size;
uniform float blur_fidelity;
@@ -60,16 +59,13 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
uniform vec3 sun_dir;
-
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -79,6 +75,43 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -118,7 +151,6 @@ vec3 getAtmosAttenuation()
return vary_AtmosAttenuation;
}
-
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
@@ -222,9 +254,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);
}
vec3 atmosLighting(vec3 light)
@@ -239,6 +271,15 @@ vec3 atmosTransport(vec3 light) {
light += getAdditiveColor() * 2.0;
return light;
}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+
+
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
@@ -273,22 +314,28 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
vec3 col;
float bloom = 0.0;
-
- if (diffuse.a < 0.9)
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -299,39 +346,62 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
+ col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0));
col *= diffuse.rgb;
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
//
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
-
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 4;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
-
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(spec.a-diffuse.a*2.0, 0.0));
}
+
+
+ col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a);
+
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ float exponent = mix(2.2, 1.0, diffuse.a);
+ vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
+ col = mix(col.rgb, refcol,
+ envIntensity);
+
+ }
+
+ float exponent = mix(1.0, 2.2, diffuse.a);
+ col = pow(col, vec3(exponent));
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ //col = vec3(1,0,1);
+ //col.g = envIntensity;
}
-
+
frag_color.rgb = col;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 6d6ad6d565..bdb713d682 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -39,6 +39,7 @@ 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
@@ -67,9 +68,49 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(pow(col.rgb, vec3(2.2)), col.a);
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -85,6 +126,7 @@ 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 +144,7 @@ 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);
@@ -154,7 +197,8 @@ 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);
@@ -169,6 +213,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
@@ -182,6 +227,10 @@ 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 +238,21 @@ 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 +268,37 @@ 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
@@ -239,8 +315,9 @@ void main()
{
stc.xy /= stc.w;
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
+ //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
@@ -248,8 +325,7 @@ void main()
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, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 890486c4b1..7b09dd29dd 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -65,6 +65,40 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -125,11 +159,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -138,8 +170,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 2dcd3d656f..01e34ed792 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -66,6 +66,40 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -186,11 +220,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
@@ -199,8 +231,8 @@ void main()
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
+
+ vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);