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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl538
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl13
19 files changed, 632 insertions, 68 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 00717cd6a9..aa0e73d058 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -35,8 +35,6 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
-
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
#endif
@@ -72,10 +70,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-uniform sampler2D bumpMap;
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
-
uniform vec4 specular_color;
@@ -129,7 +123,7 @@ void main()
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
-
+ diff.rgb = pow(diff.rgb, vec3(2.2));
#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
#else
@@ -137,10 +131,6 @@ void main()
#endif
vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
- normal = vec3(dot(normal.xyz, vary_rotation[0]),
- dot(normal.xyz, vary_rotation[1]),
- dot(normal.xyz, vary_rotation[2]));
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
@@ -173,7 +163,6 @@ void main()
#endif
color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index e6b63657e6..13676ceead 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -181,21 +181,21 @@ void main()
vary_rotation[2] = vec3(t.z, b.z, n.z);
calcAtmospherics(pos.xyz);
-
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2));
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vary_pointlight_col = diffuse_color.rgb;
+ vary_pointlight_col = dff;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*diffuse_color.rgb;
vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_ambient = col.rgb*dff;
- col.rgb = col.rgb*diffuse_color.rgb;
+ col.rgb = col.rgb*dff;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 6aa4d7b4ed..ed02c4a481 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -42,7 +42,7 @@ void main()
float shadow = 1.0;
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
-
+ color.rgb = pow(color.rgb, vec3(2.2));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 36433a5827..b91aaf80fb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -43,7 +43,7 @@ void main()
float shadow = 1.0;
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
-
+ color.rgb = pow(color.rgb, vec3(2.2));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 35b176b457..79a06bed2c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -29,11 +29,362 @@
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+
+#if HAS_SUN_SHADOW
+
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 shadow_res;
+uniform float shadow_bias;
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+
+#endif
+
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform mat3 env_mat;
+uniform mat3 ssao_effect_mat;
+
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
+
+VARYING vec3 vary_position;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return vec3(a,a,a);
+}
+
+
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0,0,0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
+
+ lit = pow(lit, 0.7);
+
+ col = light_col*lit*diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*light_col.rgb*spec.rgb;
+ //col += spec.rgb;
+ }
+ }
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
+
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+ //sunlight attenuation effect (hue and brightness) due to atmosphere
+ //this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+ //final atmosphere attenuation factor
+ setAtmosAttenuation(temp1.rgb);
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ //higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ //glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ setAdditiveColor(
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ + tmpAmbient)));
+
+ //brightness of surface both sunlight and ambient
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor();
+ return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor() * 2.0;
+ return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+ return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+ return (light * scene_light_strength);
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+ return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+ return getSunlitColor() * lightIntensity;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+
+ return light;
+}
+
+#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
+#endif
uniform sampler2D diffuseMap;
@@ -74,11 +425,11 @@ vec2 encode_normal(vec3 n)
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- col.rgb *= vertex_color.rgb;
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
- if (col.a < minimum_alpha)
+ if (diffcol.a < minimum_alpha)
{
discard;
}
@@ -103,7 +454,7 @@ void main()
vec3 tnorm = vary_normal;
#endif
- vec4 final_color = col;
+ vec4 final_color = diffcol;
#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
final_color.a = 0;
@@ -121,7 +472,186 @@ void main()
final_specular.a = specular_color.a;
#endif
+
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+ {
+ //forward rendering, output just lit RGBA
+ vec3 pos = vary_position;
+
+#if HAS_SUN_SHADOW
+ float shadow = 0.0;
+
+ vec4 spos = vec4(pos,1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
+#else
+ float shadow = 1.0;
+#endif
+
+ vec4 diffuse = final_color;
+ vec3 norm = normalize(tnorm);
+ vec4 spec = final_specular;
+ float envIntensity = final_normal.z;
+
+ vec3 col;
+ float bloom = 0.0;
+ {
+ calcAtmospherics(pos.xyz, 1.0);
+
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+
+ da = pow(da, 0.7);
+
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, shadow), diffuse.a));
+
+ col *= diffuse.rgb;
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*shadow*(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;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ max(envIntensity-diffuse.a*2.0, 0.0));
+ }
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ //col = mix(col.rgb, diffuse.rgb, diffuse.a);
+ }
+
+ vec3 light_col = vec3(0,0,0);
+
+ vec3 npos = normalize(-pos.xyz);
+
+
+ /*vec3 calcPointLightOrSpotLight(
+ vec3 light_col,
+ vec3 npos,
+ vec3 diffuse,
+ vec4 spec,
+ vec3 v,
+ vec3 n,
+ vec4 lp,
+ vec3 ln,
+ float la,
+ float fa,
+ float is_pointlight)
+
+ */
+
+ /*
+#ifdef MAC_GEFORCE_HACK
+ #define LIGHT_LOOP(i) \
+ light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+#else*/
+ for (int i = 2; i < 8; i++)
+ {
+ light_col += calcPointLightOrSpotLight(
+ light_diffuse[i].rgb,
+ npos,
+ diffuse.rgb,
+ final_specular,
+ pos.xyz,
+ norm,
+ light_position[i],
+ light_direction[i],
+ light_attenuation[i].x,
+ light_attenuation[i].y,
+ light_attenuation[i].z);
+ }
+//#endif
+
+ col += light_col;
+ frag_color.rgb = col;
+
+ }
+
+
+ frag_color.a = diffcol.a*vertex_color.a;
+
+#else
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 6475d8d003..f578795abe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -23,6 +23,11 @@
* $/LicenseInfo$
*/
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
#if HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
@@ -32,8 +37,16 @@ uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
-uniform mat4 texture_matrix0;
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if !HAS_SKIN
+uniform mat4 modelview_matrix;
+#endif
+VARYING vec3 vary_position;
+
+#endif
+
+uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
@@ -71,6 +84,10 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+ vary_position = pos;
+#endif
+
gl_Position = projection_matrix*vec4(pos,1.0);
#else
@@ -116,4 +133,10 @@ vary_normal = n;
#endif //HAS_SKIN
vertex_color = diffuse_color;
+
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if !HAS_SKIN
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+#endif
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 3bd433c283..d29c9a2b77 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -93,7 +93,8 @@ void main()
norm = decode_normal(norm.xy); // unpack norm
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
- vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
+ spec.rgb = pow(spec.rgb, vec3(2.2));
+ vec3 diff = pow(texture2DRect(diffuseRect, frag.xy).rgb, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
@@ -127,9 +128,7 @@ void main()
dist_atten *= noise;
- float lit = pow(da, 0.7) * dist_atten;
-
-
+ float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 959a85330e..5129ecf128 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -181,6 +181,7 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -201,7 +202,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da, 0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
@@ -221,6 +222,8 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
+
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 6976fc7bd9..fa514e5585 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -108,14 +108,15 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 col = pow(texture2DRect(diffuseRect, frag.xy).rgb, vec3(2.2));
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = pow(da, 0.7) * dist_atten * noise;
-
+ float lit = da * dist_atten * noise;
+
col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
if (spec.a > 0.0)
{
vec3 npos = -normalize(pos);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index eb5beeef39..cceb1b11ab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -42,6 +42,6 @@ void main()
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- frag_color = diff + bloom;
+ frag_color = pow(diff + bloom, vec4(0.454545, 0.454545, 0.454545, 1.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 63c819f941..8600f69b8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -60,6 +60,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
@@ -230,9 +231,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3);
}
vec3 atmosLighting(vec3 light)
@@ -291,12 +292,11 @@ void main()
norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- da = pow(da, 0.7);
vec4 diffuse = texture2DRect(diffuseRect, tc);
+ diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
+ spec.rgb = pow(spec.rgb, vec3(2.2));
vec3 col;
float bloom = 0.0;
if (diffuse.a < 0.9)
@@ -323,7 +323,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,
max(envIntensity-diffuse.a*2.0, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index c6031fc45a..b59fcbe017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -35,6 +35,6 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
-
+
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 918cdce040..4b4063f51c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -84,6 +84,7 @@ vec3 decode_normal (vec2 enc)
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -99,7 +100,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
-
+ ret.rgb = pow(ret.rgb, vec3(2.2));
+
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -116,7 +118,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
-
+ ret.rgb = pow(ret.rgb, vec3(2.2));
+
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
@@ -184,6 +187,7 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -204,7 +208,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da, 0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
@@ -224,6 +228,8 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
+
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 486e806434..3a31908a3e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
@@ -77,10 +76,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-uniform sampler2D bumpMap;
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
-
uniform vec4 specular_color;
vec3 calcDirectionalLight(vec3 n, vec3 l)
@@ -210,12 +205,11 @@ void main()
}
#if INDEX_MODE == INDEXED
-
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
-
+ diff.rgb = pow(diff.rgb, vec3(2.2));
#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
#else
@@ -223,11 +217,7 @@ void main()
#endif
vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
- normal = vec3(dot(normal.xyz, vary_rotation[0]),
- dot(normal.xyz, vary_rotation[1]),
- dot(normal.xyz, vary_rotation[2]));
-
+
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 5f2961c90e..db5e5620dc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -186,17 +186,19 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vary_pointlight_col = diffuse_color.rgb;
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2));
+
+ vary_pointlight_col = dff;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*diffuse_color.rgb;
vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_ambient = col.rgb*dff;
- col.rgb = col.rgb*diffuse_color.rgb;
+ col.rgb = col.rgb*dff;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 90b6856c5c..cfdb53b5cc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -82,6 +82,7 @@ vec3 decode_normal (vec2 enc)
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -97,6 +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 = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -114,6 +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 = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -193,6 +196,7 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -213,7 +217,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da,0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
@@ -233,6 +237,8 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
+
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 8e638c64eb..e8f3a02c5a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -60,6 +60,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
@@ -233,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3);
}
vec3 atmosLighting(vec3 light)
@@ -293,9 +294,9 @@ void main()
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy);
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- da = pow(da, 0.7);
vec4 diffuse = texture2DRect(diffuseRect, tc);
+ diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
vec3 col;
float bloom = 0.0;
@@ -303,6 +304,7 @@ void main()
if (diffuse.a < 0.9)
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float scol = max(scol_ambocc.r, diffuse.a);
@@ -330,7 +332,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,
max(envIntensity-diffuse.a*2.0, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 5fd6f0afb7..7ce327d1e0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -83,6 +83,7 @@ vec3 decode_normal (vec2 enc)
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -98,6 +99,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -115,6 +117,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -194,6 +197,8 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+
+ diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -214,7 +219,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da, 0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
@@ -234,6 +239,7 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = pow(spec.rgb, vec3(2.2));
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index da3d922017..d543479b85 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -54,6 +54,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
void calcAtmospherics(vec3 inPositionEye) {
@@ -129,11 +130,17 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
+
+ float gammaScale = 1.0;
+ if (global_gamma > 1.0)
+ {
+ gammaScale = global_gamma / 2 + global_gamma;
+ }
//brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * gammaScale);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * gammaScale);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * gammaScale);
// vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0);