diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 24 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 73c85c0419..13b629a6c8 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -223,8 +223,7 @@ void main() col = vec4(0.0f,0.0f,0.0f,0.0f); - #define LIGHT_LOOP(i) \ - col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 76da91094c..9ddbb6da6a 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -200,7 +200,7 @@ void main() vec4 spec = texture2DRect(specularRect, frag.xy); - + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && @@ -221,9 +221,9 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; - col = lcol*lit*diff_tex*shadow; + col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -242,7 +242,6 @@ void main() if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -259,7 +258,7 @@ void main() 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 += dlit*scol*spec.rgb*shadow; //col += 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 466714c108..15584548cc 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -234,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - 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); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); } vec3 atmosLighting(vec3 light) @@ -310,7 +310,7 @@ void main() calcAtmospherics(pos.xyz, ambocc); col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a)); col *= diffuse.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 2cc563ff67..aa964fa0a3 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -79,9 +79,15 @@ vec3 decode_normal (vec2 enc) return n; } +vec4 correctWithGamma(vec4 col) +{ + return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -97,6 +103,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -114,6 +121,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -198,7 +206,7 @@ void main() vec4 spec = texture2DRect(specularRect, frag.xy); - + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && @@ -219,9 +227,9 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; - col = lcol*lit*diff_tex*shadow; + col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -240,7 +248,6 @@ void main() if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -257,7 +264,7 @@ void main() 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 += dlit*scol*spec.rgb*shadow; //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d543479b85..8fd06c7e2f 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -131,16 +131,10 @@ void calcAtmospherics(vec3 inPositionEye) { + (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(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); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); |