diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 20 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 81 |
2 files changed, 91 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index a349981ea2..0c8d48368f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -57,6 +57,7 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; #if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; @@ -74,6 +75,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +uniform sampler2D bumpMap; +uniform samplerCube environmentMap; +uniform mat3 env_mat; + +uniform vec4 specular_color; + float calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); @@ -199,7 +206,7 @@ void main() { shadow = 1.0; } - vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + #if INDEX_MODE == INDEXED vec4 diff = diffuseLookup(vary_texcoord0.xy); @@ -213,6 +220,14 @@ void main() float vertex_color_alpha = vertex_color.a; #endif + vec3 normal = vary_norm; + normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1; + normal = vec3(dot(normal.xyz, vary_rotation[0]), + dot(normal.xyz, vary_rotation[1]), + dot(normal.xyz, vary_rotation[2])); + + vec3 dlight = calcDirectionalLight(normal, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha); vec4 color = diff * col; @@ -223,8 +238,9 @@ void main() for (int i = 2; i < 8; 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_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); } + color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 79e5d7e572..9a3407372d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,16 +23,30 @@ * $/LicenseInfo$ */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if INDEX_MODE == INDEXED void passTextureIndex(); +#endif ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; + +#if HAS_SKIN +mat4 getObjectSkinnedTransform(); +#elif IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; +#endif + VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -102,19 +120,61 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { + vec4 pos; + vec3 norm; + //transform vertex +#if 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; +#elif 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 +#if INDEX_MODE == INDEXED + 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; - + + vec3 n = norm; + vec3 b = normalize(normal_matrix * binormal); + vec3 t = cross(b, n); + + vary_rotation[0] = vec3(t.x, b.x, n.x); + vary_rotation[1] = vec3(t.y, b.y, n.y); + vary_rotation[2] = vec3(t.z, b.z, n.z); + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); @@ -132,11 +192,16 @@ void main() col.rgb = col.rgb*diffuse_color.rgb; +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; - - +#endif +#if HAS_SKIN + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#elif 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 } |