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 | 122 |
1 files changed, 56 insertions, 66 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ecf6858136..9411e905d3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -40,15 +40,13 @@ uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform sampler2D lightFunc; -uniform float blur_size; uniform samplerCube environmentMap; - +uniform float blur_size; uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; -uniform vec4 gamma; uniform float cloud_shadow; uniform float max_y; uniform vec4 glow; @@ -78,12 +76,7 @@ vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irrad vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 scaleSoftClipFrag(vec3 c); -vec3 fullbrightScaleSoftClipFrag(vec3 c); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); -vec3 decode_normal (vec2 enc); - +vec3 decode_normal(vec2 xy); vec3 ColorFromRadiance(vec3 radiance); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); @@ -95,32 +88,31 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec3 pos = getPositionWithDepth(tc, depth).xyz; + 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); - - float light_gamma = 1.0/1.3; + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + da = pow(da, global_gamma + 0.3); - vec4 diffuse = texture2DRect(diffuseRect, tc); // linear + vec4 diffuse = texture2DRect(diffuseRect, tc); // linear - vec3 col; - float bloom = 0.0; - { + vec3 col; + float bloom = 0.0; + { vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +// scol_ambocc = pow(scol_ambocc, vec3(global_gamma + 0.3)); - float scol = max(scol_ambocc.r, diffuse.a); + float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; + float ambocc = scol_ambocc.g; vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); vec4 l1r = texture2D(sh_input_r, vec2(0,0)); @@ -145,46 +137,44 @@ void main() col *= transmittance; col *= diffuse.rgb; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - col = mix(col, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } + + col = mix(col, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); vec3 refcol = ColorFromRadiance(radiance_sun); - col = mix(col.rgb, refcol, envIntensity); - } - - /*if (norm.w < 0.5) - { - col = scaleSoftClipFrag(col); - }*/ - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - col = pow(col, vec3(light_gamma)); - } - - frag_color.rgb = col; - frag_color.a = bloom; + col = mix(col.rgb, refcol, envIntensity); + } + + /*if (norm.w < 0.5) + { + col = scaleSoftClipFrag(col); + }*/ + + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + } + + frag_color.rgb = col; + frag_color.a = bloom; } |