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path: root/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl165
1 files changed, 101 insertions, 64 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 8d2a65d4a9..b00a6ed757 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -92,7 +92,7 @@ uniform vec3 light_diffuse[8];
float getAmbientClamp();
void waterClip(vec3 pos);
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
// SL-14895 inverted attenuation work-around
// This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
@@ -170,6 +170,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
}
}
}
@@ -218,83 +223,105 @@ VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
-void main()
+// get the transformed normal and apply glossiness component from normal map
+vec3 getNormal(inout float glossiness)
{
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- waterClip(vary_position.xyz);
-#endif
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ glossiness *= norm.a;
- vec2 pos_screen = vary_texcoord0.xy;
+ norm.xyz = norm.xyz * 2 - 1;
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ return normalize(vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2)));
+#else
+ return normalize(vary_normal);
+#endif
+}
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+vec4 getSpecular()
+{
+#ifdef HAS_SPECULAR_MAP
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
+#else
+ vec4 spec = vec4(specular_color.rgb, 1.0);
+#endif
+ return spec;
+}
+void alphaMask(float alpha)
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
+ if (alpha < minimum_alpha-bias)
{
discard;
}
#endif
+}
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
+void waterClip()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ waterClip(vary_position.xyz);
#endif
+}
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
+float getEmissive(vec4 diffcol)
+{
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ return emissive_brightness;
+#else
+ return max(diffcol.a, emissive_brightness);
+#endif
+}
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+float getShadow(vec3 pos, vec3 norm)
+{
+#ifdef HAS_SUN_SHADOW
+ #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy);
+ #else
+ return 1;
+ #endif
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ return 1;
#endif
+}
- norm.xyz = normalize(tnorm.xyz);
+void main()
+{
+ waterClip();
- vec2 abnormal = encode_normal(norm.xyz);
+ // diffcol == diffuse map combined with vertex color
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
- vec4 final_color = diffcol;
+ alphaMask(diffcol.a);
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
+ // spec == specular map combined with specular color
+ vec4 spec = getSpecular();
+ float env = env_intensity * spec.a;
+ float glossiness = specular_color.a;
+ vec3 norm = getNormal(glossiness);
- vec4 final_specular = spec;
-
-#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS);
- final_specular.a = specular_color.a * norm.a;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS);
- final_specular.a = specular_color.a;
-#endif
+ vec2 abnormal = encode_normal(norm.xyz);
+
+ float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output lit linear color
diffcol.rgb = srgb_to_linear(diffcol.rgb);
- final_specular.rgb = srgb_to_linear(final_specular.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
vec3 pos = vary_position;
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
+ float shadow = getShadow(pos, norm);
- vec4 diffuse = final_color;
+ vec4 diffuse = diffcol;
vec3 color = vec3(0,0,0);
@@ -310,7 +337,7 @@ void main()
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
- sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos_screen, pos.xyz, norm.xyz, final_specular.a, env_intensity);
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env);
// use sky settings ambient or irradiance map sample, whichever is brighter
color = max(amblit, ambenv);
@@ -322,28 +349,37 @@ void main()
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- if (final_specular.a > 0.0) // specular reflection
+ float glare = 0.0;
+
+ if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r);
+ vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
// add the two types of shiny together
- vec3 spec_contrib = dumbshiny * final_specular.rgb;
+ vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
+ glare = max(spec_contrib.r, spec_contrib.g);
+ glare = max(glare, spec_contrib.b);
+
color += spec_contrib;
- applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz);
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
+ color = mix(color.rgb, diffcol.rgb, emissive);
- if (env_intensity > 0.0)
+ if (env > 0.0)
{ // add environmentmap
- applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity);
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env);
+
+ float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b);
+ cur_glare *= env*4.0;
+ glare += cur_glare;
}
- color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
+ color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive);
color.rgb = scaleSoftClipFragLinear(color.rgb);
#ifdef WATER_FOG
@@ -354,7 +390,7 @@ void main()
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
-#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -366,15 +402,16 @@ void main()
color += light;
- float al = diffcol.a*vertex_color.a;
-
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a, glare) * vertex_color.a;
+
frag_color = vec4(color, al);
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
- frag_data[0] = final_color; // gbuffer is sRGB for legacy materials
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+ frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
#endif
}