diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl | 117 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/skyF.glsl | 19 |
2 files changed, 17 insertions, 119 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl deleted file mode 100644 index 8bb3f07fc6..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl +++ /dev/null @@ -1,117 +0,0 @@ -/** - * @file lightInfo.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -struct DirectionalLightInfo -{ - vec4 pos; - float depth; - vec4 normal; - vec3 normalizedLightDirection; - vec3 normalizedToLight; - float lightIntensity; - vec3 lightDiffuseColor; - float specExponent; - float shadow; -}; - -struct SpotLightInfo -{ - vec4 pos; - float depth; - vec4 normal; - vec3 normalizedLightDirection; - vec3 normalizedToLight; - float lightIntensity; - float attenuation; - float distanceToLight; - vec3 lightDiffuseColor; - float innerHalfAngleCos; - float outerHalfAngleCos; - float spotExponent; - float specExponent; - float shadow; -}; - -struct PointLightInfo -{ - vec4 pos; - float depth; - vec4 normal; - vec3 normalizedToLight; - float lightIntensity; - float attenuation; - float distanceToLight; - vec3 lightDiffuseColor; - float lightRadius; - float specExponent; - vec3 worldspaceLightDirection; - float shadow; -}; - -float attenuate(float attenuationSelection, float distanceToLight) -{ -// LLRENDER_REVIEW -// sh/could eventually consume attenuation func defined in texture - return (attenuationSelection == 0.0f) ? 1.0f : // none - (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten - (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten - : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten -} - - -vec3 lightDirectional(struct DirectionalLightInfo dli) -{ - float lightIntensity = dli.lightIntensity; - lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection); - //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix); - return lightIntensity * dli.lightDiffuseColor; -} - - -vec3 lightSpot(struct SpotLightInfo sli) -{ - float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos); - float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0); - float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent); - float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight); - float lightIntensity = sli.lightIntensity; - lightIntensity *= distanceAttenuation; - lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0); - lightIntensity *= coneAttenFactor; - lightIntensity *= sli.shadow; - return lightIntensity * sli.lightDiffuseColor; -} - -vec3 lightPoint(struct PointLightInfo pli) -{ - float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius - float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight); - float lightIntensity = pli.lightIntensity; - lightIntensity*= distanceAttenuation; - lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0); - lightIntensity *= pli.shadow; - lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0); - return lightIntensity * pli.lightDiffuseColor; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 6de01cb667..a0b082ed7c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -56,8 +56,23 @@ vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir vec3 ColorFromRadiance(vec3 radiance); vec3 rainbow(float d) { - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; + // d is the dot product of view and sun directions, so ranging -1.0..1.0 + // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec + // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. + + // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. + // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the + // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 + d = clamp(-0.575 - d, 0.0, 1.0); + + // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. + // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate + // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 + float interior_coord = max(0.0, d - 0.25) * 4.2857; + d = clamp(d, 0.0, 0.25) + interior_coord; + + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) |