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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl109
1 files changed, 46 insertions, 63 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 1ea801d7d7..d31b37fb60 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -25,16 +25,6 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_ANY_LIGHT_TYPE 0 // Output green light cone
-#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in green
-#define DEBUG_PBR_LIGHT_TYPE 0 // Show PBR objects in green
-#define DEBUG_PBR_SPOT 0
-#define DEBUG_PBR_SPOT_DIFFUSE 0
-#define DEBUG_PBR_SPOT_SPECULAR 0
-
-#define DEBUG_SPOT_NL 0 // monochome area effected by light
-#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
-
out vec4 frag_color;
uniform sampler2D diffuseRect;
@@ -64,11 +54,16 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
+// Light params
+#if defined(MULTI_SPOTLIGHT)
+uniform vec3 center;
+#else
+in vec3 trans_center;
+#endif
uniform float size;
uniform vec3 color;
uniform float falloff;
-in vec3 trans_center;
in vec4 vary_fragcoord;
uniform vec2 screen_res;
@@ -80,11 +75,8 @@ bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_d
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
-vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
-vec2 getScreenXY(vec4 clip_point);
-vec2 getScreenCoord(vec4 clip_point);
-vec3 srgb_to_linear(vec3 c);
-vec3 legacy_adjust(vec3 c);
+vec2 getScreenCoord(vec4 clip);
+vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);
vec4 getPosition(vec2 pos_screen);
@@ -100,9 +92,6 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
void main()
{
-#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
vec3 final_color = vec3(0,0,0);
vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
@@ -110,24 +99,31 @@ void main()
vec3 lv;
vec4 proj_tc;
float dist, l_dist;
- if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc))
+ vec3 c;
+#if defined(MULTI_SPOTLIGHT)
+ c = center;
+#else
+ c = trans_center;
+#endif
+
+ if (clipProjectedLightVars(c, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
float shadow = 1.0;
-
+
if (proj_shadow_idx >= 0)
{
vec4 shd = texture(lightMap, tc);
- shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
+ shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
+ shadow = clamp(shadow, 0.0, 1.0);
}
float envIntensity;
vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
@@ -135,7 +131,7 @@ void main()
discard;
}
- lv = proj_origin-pos.xyz; // NOTE: Re-using lv
+ lv = proj_origin-pos.xyz;
vec3 h, l, v = -normalize(pos);
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
@@ -146,10 +142,11 @@ void main()
vec3 slit = vec3(0, 0, 0);
vec3 amb_rgb = vec3(0);
+
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
- vec3 orm = spec.rgb;
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
@@ -167,33 +164,34 @@ void main()
float lit = 0.0;
float amb_da = 0.0;
+ lv = normalize(lv);
+
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- vec3 intensity = dist_atten * dlit * 3.9 * shadow; // Legacy attenuation
- final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
+ vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
}
- amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
- final_color += diffuse.rgb * amb_rgb;
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance
+ final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv);
}
}
else
{
- diffuse = legacy_adjust(diffuse);
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
-
+
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
- float amb_da = proj_ambiance;
+ float amb_da = 0;
float lit = 0.0;
if (nl > 0.0)
@@ -204,24 +202,23 @@ void main()
final_color = dlit*lit*diffuse*shadow;
+ // unshadowed for consistency between forward and deferred?
amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
-
- vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
- final_color += diffuse.rgb*amb_rgb;
- #if DEBUG_LEG_LIGHT_TYPE
- final_color = vec3(0,0.5,0);
- #endif
+
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
}
-
+
if (spec.a > 0.0)
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
- float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
+
+ float fres = pow(1 - vh, 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
-
+
if (nh > 0.0)
{
float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
@@ -229,26 +226,26 @@ void main()
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
- }
+ }
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
-
+
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
-
+
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
+
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
-
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
@@ -261,24 +258,10 @@ void main()
}
}
-#if DEBUG_PBR_SPOT_DIFFUSE
- final_color = vec3(nl * dist_atten);
-#endif
-#if DEBUG_SPOT_NL
- final_color = vec3(nl);
-#endif
-#if DEBUG_SPOT_ZERO
- final_color = vec3(0,0,0);
-#endif
-#if DEBUG_ANY_LIGHT_TYPE
- final_color = vec3(0,0.3333,0);
-#endif
-
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));
- //output linear colors as gamma correction happens down stream
+ //output linear
frag_color.rgb = final_color;
frag_color.a = 0.0;
-#endif // LOCAL_LIGHT_KILL
}