diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
8 files changed, 270 insertions, 42 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 975180606a..5c164f7759 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -31,6 +31,10 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +#if !HAS_DIFFUSE_LOOKUP +uniform sampler2D diffuseMap; +#endif +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -40,9 +44,12 @@ vec3 fullbrightScaleSoftClip(vec3 light);  void main()   { -	float shadow = 1.0; - +#if HAS_DIFFUSE_LOOKUP  	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; +#else +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy)*vertex_color; +#endif +  	color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl new file mode 100644 index 0000000000..b2bfd69f6e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -0,0 +1,68 @@ +/**  + * @file fullbrightShinyF.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 + * $/LicenseInfo$ + */ +  + + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifndef diffuseLookup +uniform sampler2D diffuseMap; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + +uniform samplerCube environmentMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void main() +{ +#ifdef diffuseLookup +	vec4 color = diffuseLookup(vary_texcoord0.xy); +#else +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +#endif +	color.rgb *= vertex_color.rgb; +	 +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + +	color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); +	 +	color.rgb = fullbrightShinyAtmosTransport(color.rgb); +	color.rgb = fullbrightScaleSoftClip(color.rgb); + +	color.a = 1.0; + +	frag_color = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl new file mode 100644 index 0000000000..34bd8d445a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -0,0 +1,67 @@ +/** + * @file fullbrightShinyV.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 + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + + + +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; + + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	passTextureIndex(); +	vec4 pos = (modelview_matrix * vert); +	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +	 +	vec3 norm = normalize(normal_matrix * normal); +	vec3 ref = reflect(pos.xyz, -norm); + +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; + +	calcAtmospherics(pos.xyz); + +	vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index fc4b8b33f8..17aa0e32a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -28,6 +28,7 @@  #define DIFFUSE_ALPHA_MODE_MASK 2  #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 +uniform float emissive_brightness;  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -37,7 +38,6 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -  #if HAS_SUN_SHADOW  uniform sampler2DShadow shadowMap0; @@ -386,6 +386,18 @@ vec3 scaleSoftClip(vec3 light)  	return light;  } +vec3 fullbrightAtmosTransport(vec3 light) { +	float brightness = dot(light.rgb, vec3(0.33333)); + +	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ +	//soft clip effect: +	return light; +} +  #else  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -444,6 +456,7 @@ void main()  #endif  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) +	vec3 old_diffcol = diffcol.rgb;  	diffcol.rgb = pow(diffcol.rgb, vec3(2.2));  #endif @@ -472,7 +485,9 @@ void main()  	vec4 final_color = diffcol;  #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) -	final_color.a = 0; +	final_color.a = emissive_brightness; +#else +	final_color.a = max(final_color.a, emissive_brightness);  #endif  	vec4 final_specular = spec; @@ -611,24 +626,33 @@ void main()  				col += spec_contrib;  			} +			col = mix(col.rgb, old_diffcol.rgb, diffuse.a); +  			if (envIntensity > 0.0)  			{  				//add environmentmap  				vec3 env_vec = env_mat * refnormpersp; -				vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2; +				float exponent = mix(2.2, 1.0, diffuse.a); + +				vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;  				col = mix(col.rgb, refcol,  -					max(envIntensity-diffuse.a*2.0, 0.0)); -				 +					envIntensity);   +  				float cur_glare = max(refcol.r, refcol.g);  				cur_glare = max(cur_glare, refcol.b);  				cur_glare *= envIntensity*4.0;  				glare += cur_glare;  			} + +			float exponent = mix(1.0, 2.2, diffuse.a); +			col = pow(col, vec3(exponent)); +				 -			col = atmosLighting(col); -			col = scaleSoftClip(col); +			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); +			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +			  		vec3 npos = normalize(-pos.xyz);   #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); @@ -644,8 +668,8 @@ void main()  	frag_color.rgb = col.rgb;  	glare = min(glare, 1.0);  	frag_color.a = max(diffcol.a*vertex_color.a, glare); -  #else +  	frag_data[0] = final_color;  #ifdef UGLY_MAC_HACK diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 49ad064364..22f4729e2e 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -61,6 +61,6 @@ void main()  	/// Gamma correct for WL (soft clip effect).  	frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);  	frag_data[1] = vec4(0.0,0.0,0.0,0.0); -	frag_data[2] = vec4(0.5,0.5,0.0,0); +	frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 9197df2628..45d672c290 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -231,9 +231,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  		  + tmpAmbient)));  	//brightness of surface both sunlight and ambient -	setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 2.2); -	setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 2.2); -	setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 2.2); +	setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); +	setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); +	setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);  }  vec3 atmosLighting(vec3 light) @@ -248,6 +248,15 @@ vec3 atmosTransport(vec3 light) {  	light += getAdditiveColor() * 2.0;  	return light;  } + +vec3 fullbrightAtmosTransport(vec3 light) { +	float brightness = dot(light.rgb, vec3(0.33333)); + +	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + + +  vec3 atmosGetDiffuseSunlightColor()  {  	return getSunlitColor(); @@ -282,6 +291,13 @@ vec3 scaleSoftClip(vec3 light)  	return light;  } + +vec3 fullbrightScaleSoftClip(vec3 light) +{ +	//soft clip effect: +	return light; +} +  void main()   {  	vec2 tc = vary_fragcoord.xy; @@ -308,7 +324,7 @@ void main()  		col.rgb *= ambient; -		col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, diffuse.a)); +		col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, 0.0));  		col *= diffuse.rgb; @@ -328,21 +344,36 @@ void main()  			col += spec_contrib;  		} +		 +		col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); +		 +		  		if (envIntensity > 0.0)  		{ //add environmentmap  			vec3 env_vec = env_mat * refnormpersp; -			col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,  -				envIntensity);  +			 +			float exponent = mix(2.2, 1.0, diffuse.a); +			vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + +			col = mix(col.rgb, refcol,  +				envIntensity);   +  		} -		col = atmosLighting(col); -		col = scaleSoftClip(col); +		float exponent = mix(1.0, 2.2, diffuse.a); +		col = pow(col, vec3(exponent)); +				 +		if (norm.w < 0.5) +		{ +			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); +			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +		} -		col = mix(col.rgb, diffuse.rgb, diffuse.a); +		//col = vec3(1,0,1); +		//col.g = envIntensity;  	}  	frag_color.rgb = col; -	//frag_color.a = bloom; -	frag_color.a = 0.0; +	frag_color.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 2ff7f795b0..361f316065 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -32,6 +32,8 @@ out vec4 frag_color;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +uniform float texture_gamma; +  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -39,6 +41,8 @@ void fullbright_lighting()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; +	color.rgb = pow(color.rgb, vec3(texture_gamma)); +  	color.rgb = fullbrightAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index ee6aaddb00..31b2a32f7f 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -38,7 +38,6 @@ uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform samplerCube environmentMap;  uniform sampler2D	  lightFunc; -uniform vec3 gi_quad;  uniform float blur_size;  uniform float blur_fidelity; @@ -66,11 +65,7 @@ uniform mat3 env_mat;  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; -  uniform vec3 sun_dir; -  VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; @@ -80,6 +75,9 @@ vec3 vary_AmblitColor;  vec3 vary_AdditiveColor;  vec3 vary_AtmosAttenuation; +uniform mat4 inv_proj; +uniform vec2 screen_res; +  vec3 decode_normal (vec2 enc)  {      vec2 fenc = enc*4-2; @@ -130,7 +128,6 @@ vec3 getAtmosAttenuation()  	return vary_AtmosAttenuation;  } -  void setPositionEye(vec3 v)  {  	vary_PositionEye = v; @@ -251,6 +248,15 @@ vec3 atmosTransport(vec3 light) {  	light += getAdditiveColor() * 2.0;  	return light;  } + +vec3 fullbrightAtmosTransport(vec3 light) { +	float brightness = dot(light.rgb, vec3(0.33333)); + +	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + + +  vec3 atmosGetDiffuseSunlightColor()  {  	return getSunlitColor(); @@ -285,6 +291,13 @@ vec3 scaleSoftClip(vec3 light)  	return light;  } + +vec3 fullbrightScaleSoftClip(vec3 light) +{ +	//soft clip effect: +	return light; +} +  void main()   {  	vec2 tc = vary_fragcoord.xy; @@ -292,14 +305,14 @@ void main()  	vec3 pos = getPosition_d(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z; -	norm.xyz = decode_normal(norm.xy); +	norm.xyz = decode_normal(norm.xy); // unpack norm +		  	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec3 col;  	float bloom = 0.0; -  	{  		vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -310,15 +323,14 @@ void main()  		calcAtmospherics(pos.xyz, ambocc);  		col = atmosAmbient(vec3(0)); -  		float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);  		ambient *= 0.5;  		ambient *= ambient;  		ambient = (1.0-ambient); -		col *= ambient; +		col.rgb *= ambient; -		col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a)); +		col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0));  		col *= diffuse.rgb; @@ -331,27 +343,42 @@ void main()  			float sa = dot(refnormpersp, sun_dir.xyz);  			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); - +			  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb;  			bloom = dot(spec_contrib, spec_contrib) / 6;  			col += spec_contrib;  		} - +	 +		 +		col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); +		 +		  		if (envIntensity > 0.0)  		{ //add environmentmap  			vec3 env_vec = env_mat * refnormpersp; -			col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,  -				envIntensity);  -		} -		col = atmosLighting(col); -		col = scaleSoftClip(col); +			float exponent = mix(2.2, 1.0, diffuse.a); +			vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + +			col = mix(col.rgb, refcol,  +				envIntensity);   + +		} -		col = mix(col.rgb, diffuse.rgb, diffuse.a); +		float exponent = mix(1.0, 2.2, diffuse.a); +		col = pow(col, vec3(exponent)); +				 +		if (norm.w < 0.5) +		{ +			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); +			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +		} + +		//col = vec3(1,0,1); +		//col.g = envIntensity;  	} -		  	frag_color.rgb = col;  	frag_color.a = bloom;  } | 
