diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
6 files changed, 186 insertions, 143 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 8db4cb58cf..813cfb605b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap;  uniform mat4 shadow_matrix[6]; @@ -58,21 +58,21 @@ uniform float shadow_bias;  uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  {  	stc.xyz /= stc.w;  	stc.z += shadow_bias; - +		  	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	float cs = shadow2DRect(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs; - -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; -                         +	 +        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                                 return shadow*0.2;  } @@ -99,8 +99,7 @@ void main()  		if (spos.z < near_split.z)  		{  			lpos = shadow_matrix[3]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;  			shadow += pcfShadow(shadowMap3, lpos)*w; @@ -111,8 +110,7 @@ void main()  		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;  			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -123,8 +121,7 @@ void main()  		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;  			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -135,8 +132,7 @@ void main()  		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos; -			lpos.xy *= shadow_res; -				 +							  			float w = 1.0;  			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 33958a5010..f77d0ae398 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -31,17 +31,16 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap;  uniform sampler2D diffuseMap;  uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip;  uniform vec2 screen_res; -uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); @@ -54,6 +53,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec4 vertex_color; +uniform vec2 shadow_res;  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -71,20 +71,20 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  {  	stc.xyz /= stc.w;  	stc.z += shadow_bias;  	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	float cs = shadow2DRect(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs; - -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; +	 +        shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;          return shadow*0.2;  } @@ -112,8 +112,7 @@ void main()  		if (spos.z < near_split.z)  		{  			lpos = shadow_matrix[3]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;  			shadow += pcfShadow(shadowMap3, lpos)*w; @@ -124,8 +123,7 @@ void main()  		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;  			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -136,8 +134,7 @@ void main()  		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;  			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -148,8 +145,7 @@ void main()  		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos; -			lpos.xy *= shadow_res; -				 +							  			float w = 1.0;  			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index ba6f3ace53..cce510d406 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -31,17 +31,18 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform float minimum_alpha; + +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap;  uniform sampler2D diffuseMap;  uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip;  uniform vec2 screen_res; -uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); @@ -53,6 +54,8 @@ VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0; +uniform vec2 shadow_res; +  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -70,20 +73,20 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  {  	stc.xyz /= stc.w;  	stc.z += shadow_bias;  	stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	float cs = shadow2D(shadowMap, stc.xyz).x; -	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;          return shadow*0.2;  } @@ -97,6 +100,13 @@ void main()  	float shadow = 0.0;  	vec4 pos = vec4(vary_position, 1.0); +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + +	if (diff.a < minimum_alpha) +	{ +		discard; +	} +	  	vec4 spos = pos;  	if (spos.z > -shadow_clip.w) @@ -111,8 +121,7 @@ void main()  		if (spos.z < near_split.z)  		{  			lpos = shadow_matrix[3]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;  			shadow += pcfShadow(shadowMap3, lpos)*w; @@ -123,8 +132,7 @@ void main()  		if (spos.z < near_split.y && spos.z > far_split.z)  		{  			lpos = shadow_matrix[2]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;  			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -135,8 +143,7 @@ void main()  		if (spos.z < near_split.x && spos.z > far_split.y)  		{  			lpos = shadow_matrix[1]*spos; -			lpos.xy *= shadow_res; - +			  			float w = 1.0;  			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;  			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -147,8 +154,7 @@ void main()  		if (spos.z > far_split.x)  		{  			lpos = shadow_matrix[0]*spos; -			lpos.xy *= shadow_res; -				 +							  			float w = 1.0;  			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -164,8 +170,6 @@ void main()  		shadow = 1.0;  	} -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -  	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);  	vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 99a277fbfc..ab077d9e02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -31,8 +31,6 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -VARYING vec4 vertex_color; -  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap; @@ -49,6 +47,7 @@ uniform vec3 proj_n;  uniform float proj_focus; //distance from plane to begin blurring  uniform float proj_lod;  //(number of mips in proj map)  uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod;  uniform float proj_ambiance;  uniform float near_clip;  uniform float far_clip; @@ -58,16 +57,65 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -VARYING vec4 vary_light; +uniform float size; +uniform vec3 color; +uniform float falloff; +VARYING vec3 trans_center;  VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  vec4 getPosition(vec2 pos_screen)  { -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	float depth = texture2DRect(depthMap, pos_screen.xy).r;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -85,6 +133,15 @@ void main()  	frag.xyz = frag.xyz*0.5+0.5;  	frag.xy *= screen_res; +	vec3 pos = getPosition(frag.xy).xyz; +	vec3 lv = trans_center.xyz-pos.xyz; +	float dist2 = dot(lv,lv); +	dist2 /= size; +	if (dist2 > 1.0) +	{ +		discard; +	} +	  	float shadow = 1.0;  	if (proj_shadow_idx >= 0) @@ -96,15 +153,6 @@ void main()  		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);  	} -	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; -	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; -	if (dist2 > 1.0) -	{ -		discard; -	} -	  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -119,8 +167,12 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = vertex_color.a+1.0; -	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +	float fa = falloff+1.0; +	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); +	if (dist_atten <= 0.0) +	{ +		discard; +	}  	lv = proj_origin-pos.xyz;  	lv = normalize(lv); @@ -138,37 +190,33 @@ void main()  		proj_tc.y > 0.0)  	{  		float lit = 0.0; +		float amb_da = proj_ambiance; +		  		if (da > 0.0)  		{  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise;  			col = lcol*lit*diff_tex*shadow; -		} -		 -		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		float lod = diff * proj_lod; -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); -		float amb_da = proj_ambiance; -		if (da > 0.0) -		{  			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;  		} +		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); +							  		amb_da += (da*da*0.5+0.5)*proj_ambiance; -			 +				  		amb_da *= dist_atten * noise; -		 +			  		amb_da = min(amb_da, 1.0-lit); -		 -		col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +			 +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -185,19 +233,23 @@ void main()  		{  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; +			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.z+proj_near; -					 +				stc.xy /= stc.w; + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index db3d760359..20ff0c3402 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,10 +35,10 @@ out vec4 frag_color;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3;  uniform sampler2DShadow shadowMap4;  uniform sampler2DShadow shadowMap5; @@ -55,10 +55,10 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -uniform vec2 shadow_res;  uniform vec2 proj_shadow_res;  uniform vec3 sun_dir; +uniform vec2 shadow_res;  uniform float shadow_bias;  uniform float shadow_offset; @@ -78,30 +78,31 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  {  	stc.xyz /= stc.w; -	stc.z += shadow_bias*scl; +	stc.z += shadow_bias;  	stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here +	float cs = shadow2D(shadowMap, stc.xyz).x; -	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; -	shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; -	shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; -	shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x; -	shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +          return shadow*0.2;  } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  {  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl;  	stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap -	 +  	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs; @@ -162,8 +163,7 @@ void main()  			if (spos.z < near_split.z)  			{  				lpos = shadow_matrix[3]*spos; -				lpos.xy *= shadow_res; - +				  				float w = 1.0;  				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;  				shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; @@ -174,8 +174,7 @@ void main()  			if (spos.z < near_split.y && spos.z > far_split.z)  			{  				lpos = shadow_matrix[2]*spos; -				lpos.xy *= shadow_res; - +				  				float w = 1.0;  				w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;  				w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -186,7 +185,6 @@ void main()  			if (spos.z < near_split.x && spos.z > far_split.y)  			{  				lpos = shadow_matrix[1]*spos; -				lpos.xy *= shadow_res;  				float w = 1.0;  				w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; @@ -198,7 +196,6 @@ void main()  			if (spos.z > far_split.x)  			{  				lpos = shadow_matrix[0]*spos; -				lpos.xy *= shadow_res;  				float w = 1.0;  				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -237,11 +234,11 @@ void main()  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);  +	frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);  +	frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);   	//frag_color.rgb = pos.xyz;  	//frag_color.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index dfe108eb01..37689bef4f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3;  uniform sampler2DShadow shadowMap4;  uniform sampler2DShadow shadowMap5;  uniform sampler2D noiseMap; @@ -55,10 +55,11 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -uniform vec2 shadow_res;  uniform vec2 proj_shadow_res;  uniform vec3 sun_dir; +uniform vec2 shadow_res; +  uniform float shadow_bias;  uniform float shadow_offset; @@ -139,30 +140,31 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)  	return min(ret, 1.0);  } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  {  	stc.xyz /= stc.w; -	stc.z += shadow_bias*scl; +	stc.z += shadow_bias;  	stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); +	float cs = shadow2D(shadowMap, stc.xyz).x; -	float cs = shadow2DRect(shadowMap, stc.xyz).x;  	float shadow = cs; -	shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; -        shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +          return shadow*0.2;  } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  {  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl;  	stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap -	 +		  	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs; @@ -223,8 +225,7 @@ void main()  			if (spos.z < near_split.z)  			{  				lpos = shadow_matrix[3]*spos; -				lpos.xy *= shadow_res; - +				  				float w = 1.0;  				w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;  				shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; @@ -235,8 +236,7 @@ void main()  			if (spos.z < near_split.y && spos.z > far_split.z)  			{  				lpos = shadow_matrix[2]*spos; -				lpos.xy *= shadow_res; - +				  				float w = 1.0;  				w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;  				w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; @@ -247,8 +247,7 @@ void main()  			if (spos.z < near_split.x && spos.z > far_split.y)  			{  				lpos = shadow_matrix[1]*spos; -				lpos.xy *= shadow_res; - +				  				float w = 1.0;  				w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;  				w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; @@ -259,8 +258,7 @@ void main()  			if (spos.z > far_split.x)  			{  				lpos = shadow_matrix[0]*spos; -				lpos.xy *= shadow_res; -				 +								  				float w = 1.0;  				w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -298,11 +296,11 @@ void main()  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); +	frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);  	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); +	frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);  	//frag_color.rgb = pos.xyz;  	//frag_color.b = shadow; | 
