diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
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)); } |