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); | 
