diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
6 files changed, 28 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 08ddaeceb3..d5ef010017 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,17 +45,6 @@ VARYING vec2 vary_texcoord0; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 fullbrightAtmosTransportDeferred(vec3 light) -{ - return light; -} - -vec3 fullbrightScaleSoftClipDeferred(vec3 light) -{ - //soft clip effect: - return light; -} - #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif @@ -78,8 +67,6 @@ void main() #endif color.rgb *= vertex_color.rgb; - color.rgb = fullbrightAtmosTransportDeferred(color.rgb); - color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); #ifdef WATER_FOG vec3 pos = vary_position; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 2569e49743..57916eb3e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -72,10 +72,13 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +98,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +116,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index a9288b3df6..dd14192ad6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -52,7 +52,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= calcDirectionalLight(n, -lv); return da; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 275bc829a7..4e3ecbcbf5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,11 +71,19 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 srgb_to_linear(vec3 cs); + vec3 getNorm(vec2 pos_screen); +vec4 correctWithGamma(vec4 col) +{ + return vec4(srgb_to_linear(col.rgb), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +103,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -211,16 +220,13 @@ void main() dlit = color.rgb * plcol.rgb * plcol.a; col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5) * proj_ambiance; - amb_da += (da*da*0.5 + 0.5) * proj_ambiance; - //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - //amb_da = min(amb_da,shadow); + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - amb_da += (da*da*0.5+0.5)*proj_ambiance; + amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; amb_da *= dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 9b69d8d855..abea8aecca 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,11 +71,18 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 srgb_to_linear(vec3 cs); vec3 getNorm(vec2 pos_screen); +vec4 correctWithGamma(vec4 col) +{ + return vec4(srgb_to_linear(col.rgb), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +102,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +120,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -216,7 +225,7 @@ void main() //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - amb_da += (da*da*0.5+0.5)*proj_ambiance; + amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; amb_da *= dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 9842d9ba93..5302b05043 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -32,7 +32,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) |