diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 77 |
1 files changed, 9 insertions, 68 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index c88edd0a60..96a083b522 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,8 +56,9 @@ vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; uniform float gi_ambiance; -vec4 getPosition_d(vec2 pos_screen, float depth) -{ +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -68,12 +69,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth) return pos; } -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - vec3 getPositionEye() { return vary_PositionEye; @@ -257,10 +252,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 pos = getPosition(tc).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -281,63 +274,11 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) // specular reflection + if (spec.a > 0.0) { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; - - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(ref, vary_light.xyz); + col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; } col = atmosLighting(col); |