diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
6 files changed, 102 insertions, 102 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index da47d60049..59950a88ef 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -35,9 +39,8 @@ uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -#ifndef INDEX_MODE +#if INDEX_MODE != INDEXED uniform sampler2D diffuseMap; #endif @@ -53,12 +56,9 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif @@ -66,19 +66,11 @@ uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; 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]; -uniform sampler2D bumpMap; -uniform samplerCube environmentMap; -uniform mat3 env_mat; - -uniform vec4 specular_color; - vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); @@ -206,22 +198,19 @@ void main() } vec4 diff; -#ifdef INDEX_MODE +#if INDEX_MODE == INDEXED diff = diffuseLookup(vary_texcoord0.xy); #else diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif - -#ifdef INDEX_MODE_USE_COLOR - float vertex_color_alpha = vertex_color.a; -#else + diff.rgb = pow(diff.rgb, vec3(2.2)); +#if INDEX_MODE == NON_INDEXED_NO_COLOR float vertex_color_alpha = 1.0; +#else + float vertex_color_alpha = vertex_color.a; #endif - vec3 normal = texture2D(bumpMap, vary_texcoord1.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 normal = vary_norm; vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 45f3946467..dc4dd5d5e9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,6 +23,10 @@ * $/LicenseInfo$ */ +#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; @@ -30,24 +34,20 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#ifdef INDEX_MODE +#if INDEX_MODE == INDEXED void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; - -#ifdef HAS_SKIN +#if HAS_SKIN mat4 getObjectSkinnedTransform(); -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif -#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -65,16 +65,13 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -127,7 +124,7 @@ void main() vec3 norm; //transform vertex -#ifdef HAS_SKIN +#if HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -137,8 +134,7 @@ void main() 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 +#elif IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -159,11 +155,8 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#endif - - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#ifdef INDEX_MODE + +#if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -174,44 +167,39 @@ void main() 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); +#if INDEX_MODE == NON_INDEXED_NO_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); - vary_pointlight_col = diffuse_color.rgb; + vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); + + vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(col.rgb); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1.0f); + vary_directional.rgb = atmosAffectDirectionalLight(1); + vary_ambient = col.rgb*dff; - col.rgb = col.rgb*diffuse_color.rgb; + col.rgb = col.rgb*dff; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; #endif -#ifdef HAS_SKIN +#if HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else -#ifdef IS_AVATAR_SKIN +#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 -#endif - } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 90b6856c5c..cfd50ec1ec 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -166,6 +166,9 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + + float envIntensity = norm.z; + norm = decode_normal(norm.xy); norm = normalize(norm); @@ -193,7 +196,11 @@ void main() vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - + + vec4 spec = texture2DRect(specularRect, frag.xy); + + + float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && @@ -201,11 +208,13 @@ 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; @@ -213,8 +222,6 @@ void main() vec3 lcol = color.rgb * plcol.rgb * plcol.a; - lit = pow(da,0.7) * dist_atten * noise; - col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -231,10 +238,37 @@ 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) { + float lit = da * dist_atten * noise; + 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 += lit*scol*color.rgb*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 @@ -251,7 +285,7 @@ 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); @@ -261,29 +295,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - - vec3 npos = -normalize(pos); - lv = pfinal-pos.xyz; - lv = normalize(lv); - - 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 += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb; - } - - //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 5fb22c7f4d..3d39394c32 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -60,6 +60,7 @@ 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; @@ -233,9 +234,9 @@ 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)) * 3.3); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3); } vec3 atmosLighting(vec3 light) @@ -293,7 +294,6 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - da = pow(da, 0.7); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -334,7 +334,7 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2, max(envIntensity-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 5fd6f0afb7..87180fd3e4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -83,6 +83,7 @@ vec3 decode_normal (vec2 enc) vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = pow(ret.rgb, vec3(2.2)); vec2 dist = tc-vec2(0.5); @@ -98,6 +99,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = pow(ret.rgb, vec3(2.2)); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -115,6 +117,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = pow(ret.rgb, vec3(2.2)); vec2 dist = tc-vec2(0.5); @@ -182,6 +185,7 @@ 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; @@ -214,7 +218,7 @@ void main() vec3 lcol = color.rgb * plcol.rgb * plcol.a; - lit = pow(da, 0.7) * dist_atten * noise; + lit = da * dist_atten * noise; col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index da3d922017..d543479b85 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -54,6 +54,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float global_gamma; void calcAtmospherics(vec3 inPositionEye) { @@ -129,11 +130,17 @@ void calcAtmospherics(vec3 inPositionEye) { vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); + + float gammaScale = 1.0; + if (global_gamma > 1.0) + { + gammaScale = global_gamma / 2 + global_gamma; + } //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)) * gammaScale); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * gammaScale); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * gammaScale); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); |