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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl26
4 files changed, 34 insertions, 54 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e6bdaf265e..210ecce8db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -78,6 +77,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void mirrorClip(vec3 pos);
+
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
@@ -167,6 +168,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
void main()
{
+ mirrorClip(vary_position);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 34d86b6147..f4a8051427 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -90,6 +90,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+void mirrorClip(vec3 pos);
void waterClip(vec3 pos);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
@@ -117,7 +118,7 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
vec3 v, // surface point to camera
vec3 l); //surface point to light
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
@@ -126,36 +127,12 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 lp, // light position
vec3 ld, // light direction (for spotlights)
vec3 lightColor,
- float lightSize, float falloff, float is_pointlight, float ambiance)
-{
- vec3 color = vec3(0,0,0);
-
- vec3 lv = lp.xyz - p;
-
- float lightDist = length(lv);
-
- float dist = lightDist / lightSize;
- if (dist <= 1.0)
- {
- lv /= lightDist;
-
- float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
-
- // spotlight coefficient.
- float spot = max(dot(-ld, lv), is_pointlight);
- // spot*spot => GL_SPOT_EXPONENT=2
- float spot_atten = spot*spot;
-
- vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
-
- color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
- }
-
- return color;
-}
+ float lightSize, float falloff, float is_pointlight, float ambiance);
void main()
{
+ mirrorClip(vary_position);
+
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
@@ -227,7 +204,7 @@ void main()
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 10bfe2c5d5..1bd5f5a718 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.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
* $/LicenseInfo$
*/
@@ -35,23 +35,23 @@ in vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform float shadow_bias;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 2f1819bff7..e0333b6044 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -32,23 +32,23 @@ out vec4 frag_color;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- col.g = calcAmbientOcclusion(pos, norm, pos_screen);
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}