diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
11 files changed, 482 insertions, 85 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 12706f130b..73c85c0419 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -31,17 +31,15 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; +#ifdef USE_DIFFUSE_TEX +uniform sampler2D diffuseMap; +#endif + uniform vec2 screen_res; uniform vec2 shadow_res; @@ -53,10 +51,57 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; + +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; +#endif +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; uniform float shadow_bias; -uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ + float a = pow(max(dot(n,l),0.0), 0.7); + return vec3(a,a,a); +} + +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = dot(lv,lv); + + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist2 = d/la; + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(pow(dot(n, lv), 0.7), 0.0); + } + + return vec3(da,da,da); +} float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { @@ -147,17 +192,49 @@ void main() { shadow = 1.0; } - - vec4 diff = diffuseLookup(vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); + vec4 diff; + +#ifdef USE_INDEXED_TEX + diff = diffuseLookup(vary_texcoord0.xy); +#endif + +#ifdef USE_DIFFUSE_TEX + diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); + + float vertex_color_alpha = 1.0; + +#ifdef USE_VERTEX_COLOR + vertex_color_alpha = vertex_color.a; +#endif + + vec3 normal = vary_norm; + vec3 l = light_position[0].xyz; + vec3 dlight = calcDirectionalLight(normal, l); + dlight = dlight * vary_directional.rgb * vary_pointlight_col; + + vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.rgb += diff.rgb * vary_pointlight_col.rgb; + 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); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color.rgb += diff.rgb * vary_pointlight_col * col.rgb; frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 228dc104ac..9670d59399 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -52,12 +52,54 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; +VARYING vec3 vary_norm; uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ + float a = pow(max(dot(n,l),0.0), 0.7); + return vec3(a,a,a); +} + +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = dot(lv,lv); + + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist2 = d/la; + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(pow(dot(n, lv), 0.7), 0.0); + } + + return vec3(da,da,da); +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -161,17 +203,32 @@ void main() { shadow = 1.0; } - + vec3 n = vary_norm; + vec3 l = light_position[0].xyz; + vec3 dlight = calcDirectionalLight(n, l); + dlight = dlight * vary_directional.rgb * vary_pointlight_col; vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); + vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + vec3 light_col = vec3(0,0,0); + + #define LIGHT_LOOP(i) \ + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col.rgb; + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index c3950a10e1..fae279fba0 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -53,6 +53,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; uniform vec2 shadow_res; @@ -60,6 +61,47 @@ uniform float shadow_bias; uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ + float a = pow(max(dot(n,l),0.0), 0.7); + return vec3(a, a, a); +} + +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = dot(lv,lv); + + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist2 = d/la; + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(pow(dot(n, lv), 0.7), 0.0); + } + + return vec3(da,da,da); +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -169,15 +211,31 @@ void main() { shadow = 1.0; } + vec3 n = vary_norm; + vec3 l = light_position[0].xyz; + vec3 dlight = calcDirectionalLight(n, l); + dlight = dlight * vary_directional.rgb * vary_pointlight_col; - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); + vec4 col = vec4(vary_ambient + dlight*shadow, 1.0); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + vec3 light_col = vec3(0,0,0); + + #define LIGHT_LOOP(i) \ + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col.rgb; + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 9629cfe824..7f4d82ecc6 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; - +VARYING vec3 vary_norm; uniform float near_clip; uniform float shadow_offset; @@ -115,7 +115,8 @@ void main() n.xyz = normalize(n.xyz-pos.xyz); vec3 norm = n.xyz; - + vary_norm = norm; + float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1586aab0f2..127c1709b8 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -25,19 +25,36 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; + +#ifdef USE_INDEXED_TEX void passTextureIndex(); +#endif + ATTRIBUTE vec3 normal; + +#ifdef USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; +#endif + ATTRIBUTE vec2 texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +#else +#ifdef IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif +#endif + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -float calcDirectionalLight(vec3 n, vec3 l); +vec3 calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -50,9 +67,12 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +#ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +#endif +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; uniform float near_clip; uniform float shadow_offset; @@ -63,13 +83,13 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -96,55 +116,100 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(dot(n, lv), 0.0); } - return da; + return vec3(da,da,da); } void main() { + vec4 pos; + vec3 norm; + //transform vertex +#ifdef HAS_SKIN + mat4 trans = getObjectSkinnedTransform(); + trans = modelview_matrix * trans; + + pos = trans * vec4(position.xyz, 1.0); + + norm = position.xyz + normal.xyz; + norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#else + +#ifdef IS_AVATAR_SKIN + mat4 trans = getSkinnedTransform(); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#else + norm = normalize(normal_matrix * normal); vec4 vert = vec4(position.xyz, 1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); + pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif +#endif + +#ifdef USE_INDEXED_TEX + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vec3 norm = normalize(normal_matrix * normal); +#else + vary_texcoord0 = texcoord0; +#endif + vary_norm = norm; float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - + calcAtmospherics(pos.xyz); +#ifndef USE_VERTEX_COLOR + vec4 diffuse_color = vec4(1,1,1,1); +#endif + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); + vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); - vary_pointlight_col = col.rgb*diffuse_color.rgb; + vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(col.rgb); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional.rgb = atmosAffectDirectionalLight(1.0f); + vary_ambient = col.rgb*dff; - col.rgb = col.rgb*diffuse_color.rgb; + col.rgb = col.rgb*dff; +#ifdef USE_VERTEX_COLOR vertex_color = col; - - +#endif +#ifdef HAS_SKIN + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#else + +#ifdef IS_AVATAR_SKIN + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); - +#endif + +#endif + } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5621e47ab7..76da91094c 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -39,6 +39,7 @@ uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -67,6 +68,17 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -154,7 +166,10 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = (norm.xyz-0.5)*2.0; // unpack norm + + float envIntensity = norm.z; + + norm = decode_normal(norm.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -169,6 +184,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + dist_atten = pow(dist_atten, 2.2) * 2.2; if (dist_atten <= 0.0) { discard; @@ -177,11 +193,15 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - + vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - + + vec4 spec = texture2DRect(specularRect, frag.xy); + + + float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && @@ -189,11 +209,13 @@ void main() proj_tc.x > 0.0 && proj_tc.y > 0.0) { - float lit = 0.0; float amb_da = proj_ambiance; - + float lit = 0.0; + if (da > 0.0) { + lit = da * dist_atten * noise; + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; @@ -201,8 +223,6 @@ void main() vec3 lcol = color.rgb * plcol.rgb * plcol.a; - lit = da * dist_atten * noise; - col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -219,10 +239,37 @@ void main() col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - - vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) { + float lit = da * dist_atten * noise; + vec3 npos = -normalize(pos); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + 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 += spec.rgb; + } + } + + + + + + if (envIntensity > 0.0) + { vec3 ref = reflect(normalize(pos), norm); //project from point pos in direction ref to plane proj_p, proj_n @@ -239,8 +286,9 @@ void main() { stc.xy /= stc.w; - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); + //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -248,8 +296,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*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 9df9d75905..3d39394c32 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -60,6 +60,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float global_gamma; uniform float scene_light_strength; uniform mat3 env_mat; uniform vec4 shadow_clip; @@ -79,6 +80,17 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -222,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + 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); } vec3 atmosLighting(vec3 light) @@ -278,11 +290,11 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = (norm.xyz-0.5)*2.0; // unpack norm - + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - + vec4 diffuse = texture2DRect(diffuseRect, tc); vec3 col; @@ -303,23 +315,27 @@ void main() col *= diffuse.rgb; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 4; + bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; + } - //add environmentmap + if (envIntensity > 0.0) + { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, - max(spec.a-diffuse.a*2.0, 0.0)); + col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2, + max(envIntensity-diffuse.a*2.0, 0.0)); } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 6d6ad6d565..2cc563ff67 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -39,6 +39,7 @@ uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -67,6 +68,17 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -154,7 +166,8 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = (norm.xyz-0.5)*2.0; // unpack norm + float envIntensity = norm.z; + norm = decode_normal(norm.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -169,6 +182,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + dist_atten = pow(dist_atten, 2.2) * 2.2; if (dist_atten <= 0.0) { discard; @@ -182,6 +196,10 @@ void main() vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec4 spec = texture2DRect(specularRect, frag.xy); + + + float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && @@ -189,11 +207,13 @@ void main() proj_tc.x > 0.0 && proj_tc.y > 0.0) { - float lit = 0.0; float amb_da = proj_ambiance; + float lit = 0.0; if (da > 0.0) { + lit = da * dist_atten * noise; + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; @@ -201,8 +221,6 @@ void main() vec3 lcol = color.rgb * plcol.rgb * plcol.a; - lit = da * dist_atten * noise; - col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -219,10 +237,37 @@ void main() col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - - vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) { + float lit = da * dist_atten * noise; + vec3 npos = -normalize(pos); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + 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 += spec.rgb; + } + } + + + + + + if (envIntensity > 0.0) + { vec3 ref = reflect(normalize(pos), norm); //project from point pos in direction ref to plane proj_p, proj_n @@ -239,8 +284,9 @@ void main() { stc.xy /= stc.w; - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); + //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -248,8 +294,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 890486c4b1..1e835ae49e 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,6 +65,17 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -126,7 +137,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm + nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; @@ -138,6 +149,7 @@ void main() float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + dp_directional_light = pow(dp_directional_light, 0.7); vec3 shadow_pos = pos.xyz + displace*norm; vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 2dcd3d656f..a995e9cba1 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -66,6 +66,17 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -187,7 +198,7 @@ void main() vec4 pos = getPosition(pos_screen); vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm + nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm float displace = nmap4.w; vec3 norm = nmap4.xyz; @@ -199,6 +210,7 @@ void main() float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + dp_directional_light = pow(dp_directional_light, 0.7); vec3 shadow_pos = pos.xyz + displace*norm; vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index da3d922017..d543479b85 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -54,6 +54,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float global_gamma; void calcAtmospherics(vec3 inPositionEye) { @@ -129,11 +130,17 @@ void calcAtmospherics(vec3 inPositionEye) { vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + (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(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + 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); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); |