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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl25
6 files changed, 77 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 00083eb6b3..085ffddeec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -10,7 +10,7 @@ uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
- //gl_FragColor = vec4(1,1,1,1);
+ //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ gl_FragColor = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 155f03fdcf..01d18cdcde 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -282,12 +282,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*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;
@@ -298,22 +299,30 @@ void main()
// 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
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ float checkoffset = 1.0 + (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
+ // 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;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// 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
- float reflit = max(dot(refn, lightnorm.xyz), 0.0);
+ // 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 = max(dot(refn, reflight.xyz), 0.0);
// apply sun color to guess-point, dampen according to inappropriateness of guess
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 922a07c306..2982cd3e09 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -281,12 +281,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*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;
@@ -297,12 +298,16 @@ void main()
// 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
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ float checkoffset = 1.0 + (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
+ // 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;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was
@@ -311,9 +316,13 @@ void main()
//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
- float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad);
+ // 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
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 04c9a4d19a..46db3c990c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -41,6 +41,9 @@ uniform vec2 proj_shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -75,7 +78,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
+ stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -86,8 +89,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
-
+
return shadow/5.0;
//return shadow;
@@ -114,7 +116,10 @@ void main()
float shadow = 1.0;
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
- vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{
@@ -176,13 +181,15 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = 1.0;
+ spos.xyz = shadow_pos+offset*spot_shadow_offset;
+
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x;
+ gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x;
+ gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
//gl_FragColor.rgb = pos.xyz;
//gl_FragColor.b = shadow;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index d77d17942a..a0dfc96f14 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -40,6 +40,9 @@ uniform vec2 proj_shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -134,7 +137,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
+ stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -173,7 +176,10 @@ void main()
float shadow = 1.0;
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
- vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{
@@ -235,13 +241,15 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ spos.xyz = shadow_pos+offset*spot_shadow_offset;
+
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x;
+ gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x;
+ gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
//gl_FragColor.rgb = pos.xyz;
//gl_FragColor.b = shadow;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ddd69befc3..e1e035411b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -284,12 +284,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ 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;
@@ -300,12 +301,16 @@ void main()
// 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
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ float checkoffset = 1.0 + (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
+ // 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;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was
@@ -313,10 +318,14 @@ void main()
// 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
- float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad);
+ // 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
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together