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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl77
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl27
5 files changed, 90 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
index 7325825d6d..66606233cd 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
@@ -44,7 +44,8 @@ float getDepth(vec2 pos_screen)
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float depth = getDepth(vary_fragcoord.xy);
vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
@@ -56,9 +57,10 @@ void main()
for (int i = 0; i < kern_length; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
- vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0;
-
- float d = dot(norm.xyz, sampNorm);
+ vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
+ sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
+
+ float d = dot(norm.xyz, sampNorm);
if (d > 0.5)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
index 939710cb56..1b8354dbd1 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
@@ -178,7 +178,8 @@ void main()
float rad = gi_range*0.5;
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float dist = max(length(pos.xyz)-rad, 0.0);
float da = clamp(1.0-dist/rad, 0.0, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 96a083b522..c88edd0a60 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -56,9 +56,8 @@ vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform float gi_ambiance;
-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;
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen)
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;
@@ -252,8 +257,10 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 pos = getPosition(tc).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;
+ 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 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
@@ -274,11 +281,63 @@ void main()
col *= diffuse.rgb;
- if (spec.a > 0.0)
+ if (spec.a > 0.0) // specular reflection
{
- 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;
+ // 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;
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
index 258acee08c..5b33ea5bfe 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
@@ -14,5 +14,6 @@ void main()
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
gl_FragData[1] = vec4(0,0,0,0);
- gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 1c5234c450..f129a1517b 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -6,7 +6,7 @@
*/
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
- // Add windlight lights
- col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
- col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb = scaleUpLight(col.rgb);
-
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
-
+
+ // Add windlight lights
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);