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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl43
1 files changed, 28 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 3b028d9fae..308d045a9b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -84,6 +84,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
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);
@@ -156,31 +157,43 @@ void main()
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
float metal = packedORM.b;
-// if (proj_tc.x > 0.0 && proj_tc.x < 1.0
-// && proj_tc.y > 0.0 && proj_tc.y < 1.0)
- if (nl > 0.0)
+ // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
+ if (proj_tc.x > 0.0 && proj_tc.x < 1.0
+ && proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
+ float lit = 0.0;
+ float amb_da = 0.0;
+
+ if (nl > 0.0)
+ {
+ amb_da += (nl*0.5 + 0.5) * proj_ambiance;
+ lit = nl * dist_atten;
- dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- slit = getProjectedLightSpecularColor( pos, n );
+ vec3 c_diff, reflect0, reflect90;
+ float alphaRough, specWeight;
+ initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
- colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ));
- colorSpec = shadow * dist_atten * nl * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ));
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
+ slit = getProjectedLightSpecularColor( pos, n );
+
+ colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ));
+ colorSpec = shadow * dist_atten * nl * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ));
#if DEBUG_PBR_SPOT_DIFFUSE
- colorDiffuse = dlit.rgb; colorSpec = vec3(0);
+ colorDiffuse = dlit.rgb; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT_SPECULAR
- colorDiffuse = vec3(0); colorSpec = slit.rgb;
+ colorDiffuse = vec3(0); colorSpec = slit.rgb;
#endif
#if DEBUG_PBR_SPOT
- colorDiffuse = dlit; colorSpec = vec3(0);
- colorDiffuse *= nl;
- colorDiffuse *= shadow;
+ colorDiffuse = dlit; colorSpec = vec3(0);
+ colorDiffuse *= nl;
+ colorDiffuse *= shadow;
#endif
+ }
+
+ vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ colorDiffuse += diffuse.rgb * amb_rgb;
}