diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
23 files changed, 368 insertions, 204 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 60082f40d6..d327216a0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -270,72 +270,41 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - calcAtmospherics(pos.xyz, 1.0); + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) + { + calcAtmospherics(pos.xyz, 1.0); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + col *= diffuse.rgb; - 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, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } - if (spec.a > 0.0) // specular reflection + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + } + else { - // 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*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; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm - // 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 = max(dot(refn, reflight.xyz), 0.0); - // 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 = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); - + gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl index 9dfacfb520..2cce43e2bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -266,7 +266,7 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 fcol = vec3(0,0,0); + vec4 fcol = vec4(0,0,0,0); for (int i = 0; i < samples; ++i) { @@ -280,17 +280,16 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texelFetch(diffuseRect, itc, i); - if (diffuse.a >= 1.0) - { - fcol += diffuse.rgb; - } - else + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) { vec4 spec = texelFetch(specularRect, itc, i); calcAtmospherics(pos.xyz, 1.0); - vec3 col = atmosAmbient(vec3(0)); + col = atmosAmbient(vec3(0)); col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); col *= diffuse.rgb; @@ -304,15 +303,22 @@ void main() vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together - col += dumbshiny * spec.rgb; + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; } col = atmosLighting(col); col = scaleSoftClip(col); - fcol += col; + col = mix(col, diffuse.rgb, diffuse.a); } + else + { + col = diffuse.rgb; + } + + fcol += vec4(col, bloom); } - gl_FragColor.rgb = fcol.rgb/samples; - gl_FragColor.a = 0.0; + gl_FragColor = fcol/samples; } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl new file mode 100644 index 0000000000..3827c72f4c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -0,0 +1,17 @@ +/** + * @file customalphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseMap; + +uniform float custom_alpha; + +void main() +{ + vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + color.a *= custom_alpha; + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl new file mode 100644 index 0000000000..04bfff22c1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -0,0 +1,16 @@ +/** + * @file customalphaV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl new file mode 100644 index 0000000000..a60fb1eaa7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -0,0 +1,17 @@ +/** + * @file glowcombineF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D glowMap; +uniform sampler2DRect screenMap; + +void main() +{ + gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) + + texture2DRect(screenMap, gl_TexCoord[1].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl new file mode 100644 index 0000000000..ce183ec154 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -0,0 +1,15 @@ +/** + * @file glowcombineV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[1] = gl_MultiTexCoord1; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl new file mode 100644 index 0000000000..b140712f18 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -0,0 +1,11 @@ +/** + * @file occlusionF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +void main() +{ + gl_FragColor = vec4(1,1,1,1); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl new file mode 100644 index 0000000000..5a5d0ec506 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -0,0 +1,12 @@ +/** + * @file uiV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl new file mode 100644 index 0000000000..5b7cc57574 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -0,0 +1,15 @@ +/** + * @file twotextureaddF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; + +void main() +{ + float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a; + + gl_FragColor = vec4(gl_Color.rgb, alpha); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl new file mode 100644 index 0000000000..8401208e28 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -0,0 +1,16 @@ +/** + * @file solidcolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_FrontColor = gl_Color; + gl_TexCoord[0] = gl_MultiTexCoord0; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl new file mode 100644 index 0000000000..d81b56fdb9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -0,0 +1,14 @@ +/** + * @file twotextureaddF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; +uniform sampler2D tex1; + +void main() +{ + gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl new file mode 100644 index 0000000000..f685b112b4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -0,0 +1,16 @@ +/** + * @file twotextureaddV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[1] = gl_MultiTexCoord1; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl new file mode 100644 index 0000000000..9dec7a56ba --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -0,0 +1,13 @@ +/** + * @file uiF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseMap; + +void main() +{ + gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl new file mode 100644 index 0000000000..9ca6cae5c5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -0,0 +1,16 @@ +/** + * @file uiV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl new file mode 100644 index 0000000000..587ab93a80 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -0,0 +1,17 @@ +/** + * @file bumpF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D texture0; +uniform sampler2D texture1; + +void main() +{ + float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a; + float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a; + + gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl new file mode 100644 index 0000000000..056d1a9582 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -0,0 +1,16 @@ +/** + * @file bumpV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index f44a5ce32e..5283e80407 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -10,8 +10,6 @@ void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index e5dafa8c78..1db79791de 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -10,8 +10,6 @@ void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index cd655f3bb5..eea41bb4f0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -11,8 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 900448035c..af92e5e002 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -11,8 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 66a1a8515f..f0c9b01671 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -267,34 +267,49 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; + + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) + { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, ambocc); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - col *= diffuse.rgb; + col *= diffuse.rgb; - if (spec.a > 0.0) // specular reflection + 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, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else { - // 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_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - - // add the two types of shiny together - col += dumbshiny * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 0bae10ca7d..3b572320c3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -255,7 +255,7 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 fcol = vec3(0,0,0); + vec4 fcol = vec4(0,0,0,0); vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; float ambocc = scol_ambocc.g; @@ -270,38 +270,50 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texelFetch(diffuseRect, itc, i); - vec4 spec = texelFetch(specularRect, itc, i); + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) + { + vec4 spec = texelFetch(specularRect, itc, i); - float amb = 0; + float amb = 0; - float scol = max(scol_ambocc.r, diffuse.a); - amb += ambocc; + float scol = max(scol_ambocc.r, diffuse.a); + amb += ambocc; - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, ambocc); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col *= diffuse.rgb; - 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, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } - if (spec.a > 0.0) // specular reflection + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else { - // 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_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - - // add the two types of shiny together - col += dumbshiny * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); - fcol += col; + fcol += vec4(col, bloom); } - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; + gl_FragColor = fcol/samples; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index d38d33cc21..1ae10a5faa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -268,91 +268,50 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) + { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - da = texture2D(lightFunc, vec2(da, 0.0)).a; + da = texture2D(lightFunc, vec2(da, 0.0)).a; - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, ambocc); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - col *= diffuse.rgb; + col *= diffuse.rgb; - if (spec.a > 0.0) // specular reflection + 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, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else { - // 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 = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); gl_FragColor.rgb = col; - - //gl_FragColor.rgb = gi_col.rgb; - gl_FragColor.a = 0.0; - - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); + gl_FragColor.a = bloom; } |