diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
11 files changed, 290 insertions, 93 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1179b212ae..08f6ec63fe 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  VARYING vec4 vertex_color; @@ -78,7 +80,7 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	float shadow = 1.0; +	float shadow = 0.0;  	vec4 pos = vec4(vary_position, 1.0);  	vec4 spos = pos; @@ -87,31 +89,65 @@ void main()  	{	  		vec4 lpos; -		if (spos.z < -shadow_clip.z) +		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;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap3, lpos, 1.5); + +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; +			weight += w;  			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);  		} -		else if (spos.z < -shadow_clip.y) + +		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap2, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else if (spos.z < -shadow_clip.x) + +		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap1, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else + +		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap0, lpos, 1.5); +				 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; +			weight += w;  		} +		 + +		shadow /= weight; +	} +	else +	{ +		shadow = 1.0;  	}  	vec4 diff = diffuseLookup(vary_texcoord0.xy); @@ -125,6 +161,6 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb; -	gl_FragColor = color; +	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 0df557f2aa..aae6a070e2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  uniform sampler2DRectShadow shadowMap0; @@ -91,7 +93,7 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	float shadow = 1.0; +	float shadow = 0.0;  	vec4 pos = vec4(vary_position, 1.0);  	vec4 spos = pos; @@ -100,33 +102,68 @@ void main()  	{	  		vec4 lpos; -		if (spos.z < -shadow_clip.z) +		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;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap3, lpos, 1.5); + +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; +			weight += w;  			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);  		} -		else if (spos.z < -shadow_clip.y) + +		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap2, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else if (spos.z < -shadow_clip.x) + +		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap1, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else + +		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap0, lpos, 1.5); +				 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; +			weight += w;  		} +		 + +		shadow /= weight; +  	} -	 +	else +	{ +		shadow = 1.0; +	} +  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); @@ -138,6 +175,6 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb; -	gl_FragColor = color;	 +	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 331dbc7079..931577359e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  uniform sampler2DRectShadow shadowMap0; @@ -90,7 +92,7 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	float shadow = 1.0; +	float shadow = 0.0;  	vec4 pos = vec4(vary_position, 1.0);  	vec4 spos = pos; @@ -99,31 +101,65 @@ void main()  	{	  		vec4 lpos; -		if (spos.z < -shadow_clip.z) +		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;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap3, lpos, 1.5); + +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; +			weight += w;  			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);  		} -		else if (spos.z < -shadow_clip.y) + +		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap2, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else if (spos.z < -shadow_clip.x) + +		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap1, lpos, 1.5); + +			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, 0.75)*w; +			weight += w;  		} -		else + +		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos;  			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap0, lpos, 1.5); +				 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; +			weight += w;  		} +		 + +		shadow /= weight; +	} +	else +	{ +		shadow = 1.0;  	}  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); @@ -137,6 +173,6 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb; -	gl_FragColor = color; +	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 83815b1786..9629cfe824 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -61,6 +61,12 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = max(dot(n,l),0.0); +        return a; +} +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1660f9687e..1586aab0f2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -63,6 +63,12 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = max(dot(n,l),0.0); +        return a; +} +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 84c27edb26..44aaa98b97 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -60,6 +60,12 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = max(dot(n,l),0.0); +        return a; +} +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 14a683971a..f7f1f649ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  uniform sampler2DRect diffuseRect; @@ -253,6 +255,6 @@ void main()  		}  	} -	gl_FragColor.rgb = col;	 -	gl_FragColor.a = 0.0; +	frag_color.rgb = col;	 +	frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index ecadafbb8f..a137bea30f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  uniform sampler2DRect diffuseRect; @@ -51,12 +53,12 @@ uniform vec4 sunlight_color;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y;  uniform vec4 glow;  uniform float scene_light_strength;  uniform mat3 env_mat; @@ -161,13 +163,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	//sunlight attenuation effect (hue and brightness) due to atmosphere  	//this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);  		//I had thought blue_density and haze_density should have equal weighting,  		//but attenuation due to haze_density tends to seem too strong -	temp1 = blue_density + vec4(haze_density.r); +	temp1 = blue_density + vec4(haze_density);  	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density.r) / temp1; +	haze_weight = vec4(haze_density) / temp1;  	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)  	temp2.y = max(0.0, tmpLightnorm.y); @@ -175,12 +177,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	sunlight *= exp( - light_atten * temp2.y);  	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier.x; +	temp2.z = Plen * density_multiplier;  	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati +	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati  	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); +	temp1 = exp(-temp1 * temp2.z * distance_multiplier);  	//final atmosphere attenuation factor  	setAtmosAttenuation(temp1.rgb); @@ -201,7 +203,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	temp2.x += .25;  	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;  	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas  	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -215,8 +217,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	//haze color  	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) -	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x +		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) +	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x  		  + tmpAmbient)));  	//brightness of surface both sunlight and ambient @@ -330,6 +332,6 @@ void main()  		col = diffuse.rgb;  	} -	gl_FragColor.rgb = col; -	gl_FragColor.a = bloom; +	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 31bd0c79da..99a277fbfc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  VARYING vec4 vertex_color; @@ -201,6 +203,6 @@ void main()  		}  	} -	gl_FragColor.rgb = col;	 -	gl_FragColor.a = 0.0; +	frag_color.rgb = col;	 +	frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 229c2f4b67..8c4ccf9cb3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -26,7 +26,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  //class 2, shadows, no SSAO @@ -129,11 +131,11 @@ void main()  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ -		gl_FragColor = vec4(0.0); // doesn't matter +		frag_color = vec4(0.0); // doesn't matter  		return;  	}*/ -	float shadow = 1.0; +	float shadow = 0.0;  	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));  	vec3 shadow_pos = pos.xyz + displace*norm; @@ -152,32 +154,62 @@ void main()  		{  			vec4 lpos; -			if (spos.z < -shadow_clip.z) +			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;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap3, lpos, 0.25); + +				float w = 1.0; +				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +				shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; +				weight += w;  				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);  			} -			else if (spos.z < -shadow_clip.y) + +			if (spos.z < near_split.y && spos.z > far_split.z)  			{  				lpos = shadow_matrix[2]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap2, lpos, 0.5); + +				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, 0.75)*w; +				weight += w;  			} -			else if (spos.z < -shadow_clip.x) + +			if (spos.z < near_split.x && spos.z > far_split.y)  			{  				lpos = shadow_matrix[1]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap1, lpos, 0.75); + +				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, 0.75)*w; +				weight += w;  			} -			else + +			if (spos.z > far_split.x)  			{  				lpos = shadow_matrix[0]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap0, lpos, 1.0); +				 +				float w = 1.0; +				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +				shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; +				weight += w;  			} + +			shadow /= weight; +  			// take the most-shadowed value out of these two:  			//  * the blurred sun shadow in the light (shadow) map  			//  * an unblurred dot product between the sun and this norm @@ -198,19 +230,19 @@ void main()  		shadow = 1.0;  	} -	gl_FragColor[0] = shadow; -	gl_FragColor[1] = 1.0; +	frag_color[0] = shadow; +	frag_color[1] = 1.0;  	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);  +	frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);  +	frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);  -	//gl_FragColor.rgb = pos.xyz; -	//gl_FragColor.b = shadow; +	//frag_color.rgb = pos.xyz; +	//frag_color.b = shadow;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 6b420833b9..02075a7687 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -25,7 +25,9 @@  #extension GL_ARB_texture_rectangle : enable  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor  #endif  //class 2 -- shadows and SSAO @@ -190,11 +192,11 @@ void main()  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ -		gl_FragColor = vec4(0.0); // doesn't matter +		frag_color = vec4(0.0); // doesn't matter  		return;  	}*/ -	float shadow = 1.0; +	float shadow = 0.0;  	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));  	vec3 shadow_pos = pos.xyz + displace*norm; @@ -212,33 +214,63 @@ void main()  		else  		{  			vec4 lpos; -			 -			if (spos.z < -shadow_clip.z) + +			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;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap3, lpos, 0.25); + +				float w = 1.0; +				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +				shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; +				weight += w;  				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);  			} -			else if (spos.z < -shadow_clip.y) + +			if (spos.z < near_split.y && spos.z > far_split.z)  			{  				lpos = shadow_matrix[2]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap2, lpos, 0.5); + +				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, 0.75)*w; +				weight += w;  			} -			else if (spos.z < -shadow_clip.x) + +			if (spos.z < near_split.x && spos.z > far_split.y)  			{  				lpos = shadow_matrix[1]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap1, lpos, 0.75); + +				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, 0.75)*w; +				weight += w;  			} -			else + +			if (spos.z > far_split.x)  			{  				lpos = shadow_matrix[0]*spos;  				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap0, lpos, 1.0); +				 +				float w = 1.0; +				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +				shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; +				weight += w;  			} + +			shadow /= weight; +  			// take the most-shadowed value out of these two:  			//  * the blurred sun shadow in the light (shadow) map  			//  * an unblurred dot product between the sun and this norm @@ -259,19 +291,19 @@ void main()  		shadow = 1.0;  	} -	gl_FragColor[0] = shadow; -	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	frag_color[0] = shadow; +	frag_color[1] = calcAmbientOcclusion(pos, norm);  	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);  +	frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);  +	frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);  -	//gl_FragColor.rgb = pos.xyz; -	//gl_FragColor.b = shadow; +	//frag_color.rgb = pos.xyz; +	//frag_color.b = shadow;  } | 
