diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 20 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 8d88e93698..1179b212ae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -56,19 +56,6 @@ uniform float shadow_bias; uniform mat4 inv_proj; -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 5a3955ef00..83815b1786 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -63,21 +63,21 @@ uniform vec3 light_diffuse[8]; float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { - //get light vector +//get light vector vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv *= 1.0/d; + lv = normalize(lv); //distance attenuation - float dist2 = d*d/(la*la); + float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. @@ -85,7 +85,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= max(dot(n, lv), 0.0); } return da; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 9540ddd2e8..1660f9687e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -69,17 +69,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv *= 1.0/d; + lv = normalize(lv); //distance attenuation - float dist2 = d*d/(la*la); + float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. @@ -87,7 +87,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= max(dot(n, lv), 0.0); } return da; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 9c7a332417..84c27edb26 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -66,17 +66,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv *= 1.0/d; + lv = normalize(lv); //distance attenuation - float dist2 = d*d/(la*la); + float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. @@ -84,7 +84,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= max(dot(n, lv), 0.0); } return da; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index eb367d4ad6..97f3063a9e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -34,7 +34,6 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform sampler2D noiseMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; uniform vec3 gi_quad; @@ -60,7 +59,7 @@ uniform vec4 distance_multiplier; uniform vec4 max_y; uniform vec4 glow; uniform float scene_light_strength; -uniform vec3 env_mat[3]; +uniform mat3 env_mat; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; @@ -279,8 +278,7 @@ void main() vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -315,6 +313,11 @@ void main() vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib); 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 = atmosLighting(col); |