diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
24 files changed, 831 insertions, 466 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4fb109d687..fea2e16090 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -24,8 +24,6 @@ varying vec3 vary_fragcoord;  varying vec3 vary_position;  varying vec3 vary_light; -uniform float alpha_soften; -  uniform mat4 inv_proj;  vec4 getPosition(vec2 pos_screen) @@ -57,15 +55,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); -	if (samp_pos.z != 0.0 && gl_Color.a < 1.0) -	{ -		float dist_factor = alpha_soften; -		float a = gl_Color.a; -		a *= a; -		dist_factor *= 1.0/(1.0-a); -		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); -	} -	  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 1a7d58b07b..04e556c11a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -41,23 +41,22 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); + +	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); +	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); +	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c1988d3c78..650fbcc3f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -47,23 +47,22 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); + +	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); +	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); +	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index bd5e9dd758..0fad5b4b50 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -10,13 +10,11 @@  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; -uniform sampler2DRect giLightMap;  uniform float dist_factor;  uniform float blur_size;  uniform vec2 delta; -uniform vec3 kern[32]; -uniform int kern_length; +uniform vec3 kern[4];  uniform float kern_scale;  varying vec2 vary_fragcoord; @@ -50,7 +48,7 @@ void main()  	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'  	vec4 col = defined_weight.xyxx * ccol; -	for (int i = 1; i < kern_length; i++) +	for (int i = 1; i < 4; i++)  	{  		vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;  	        vec3 samppos = getPosition(tc).xyz;  @@ -61,12 +59,22 @@ void main()  			defined_weight += kern[i].xy;  		}  	} +	for (int i = 1; i < 4; i++) +	{ +		vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; +	        vec3 samppos = getPosition(tc).xyz;  +		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane +		if (d*d <= 0.003) +		{ +			col += texture2DRect(lightMap, tc)*kern[i].xyxx; +			defined_weight += kern[i].xy; +		} +	}  	col /= defined_weight.xyxx;  	gl_FragColor = col; -	 -	//gl_FragColor = ccol;  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index e518bddb98..0db9586a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@ varying vec4 vary_position;  varying vec3 vary_normal;  varying vec3 vary_fragcoord; -uniform float alpha_soften; -  uniform mat4 inv_proj;  vec4 getPosition(vec2 pos_screen) @@ -56,15 +54,6 @@ void main()  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	if (samp_pos.z != 0.0 && color.a < 1.0) -	{ -		float dist_factor = alpha_soften; -		float a = color.a; -		a *= a; -		dist_factor *= 1.0/(1.0-a); -		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); -	} -  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 8c140a7b4f..508bbf415e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -11,7 +11,8 @@ uniform sampler2D specularMap;  void main()   { -	gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);  	gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);  	gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 28bcd720c0..82e9450e68 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -5,9 +5,10 @@   * $License$   */ -  #version 120 +//class 1 -- no shadows +  #extension GL_ARB_texture_rectangle : enable  uniform sampler2DRect diffuseRect; @@ -26,12 +27,15 @@ uniform vec3 proj_n;  uniform float proj_focus; //distance from plane to begin blurring  uniform float proj_lod;  //(number of mips in proj map)  uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod;  uniform float proj_ambiance;  uniform float near_clip;  uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade;  varying vec4 vary_light; @@ -40,6 +44,52 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -68,7 +118,7 @@ void main()  	{  		discard;  	} -	 +		  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	norm = normalize(norm); @@ -83,7 +133,11 @@ void main()  	proj_tc.xyz /= proj_tc.w;  	float fa = gl_Color.a+1.0; -	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); +	if (dist_atten <= 0.0) +	{ +		discard; +	}  	lv = proj_origin-pos.xyz;  	lv = normalize(lv); @@ -101,32 +155,32 @@ void main()  		proj_tc.y > 0.0)  	{  		float lit = 0.0; +		float amb_da = proj_ambiance; +		  		if (da > 0.0)  		{  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);  			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise;  			col = lcol*lit*diff_tex; +			amb_da += (da*0.5)*proj_ambiance;  		} -		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		float lod = diff * proj_lod; -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); -		float amb_da = proj_ambiance; -		 +		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); +							  		amb_da += (da*da*0.5+0.5)*proj_ambiance; -			 +				  		amb_da *= dist_atten * noise; -		 +			  		amb_da = min(amb_da, 1.0-lit); -		 +			  		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -144,35 +198,28 @@ void main()  		{  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; +			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.z+proj_near; -					 +				stc.xy /= stc.w; + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;  				}  			}  		}  	} -	/*if (spec.a > 0.0) -	{ -		//vec3 ref = reflect(normalize(pos), norm); -		float sa = dot(normalize(lv-normalize(pos)),norm);; -		//sa = max(sa, 0.0); -		//sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); -		sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -		sa *= noise; -		col += da*sa*lcol*spec.rgb; -	}*/ -	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b4b0d0ce9d..158eef9319 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect positionMap;  uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform sampler2D	  noiseMap;  uniform samplerCube environmentMap; @@ -40,7 +41,7 @@ uniform float scene_light_strength;  uniform vec3 env_mat[3];  //uniform mat4 shadow_matrix[3];  //uniform vec4 shadow_clip; -//uniform mat3 ssao_effect_mat; +uniform mat3 ssao_effect_mat;  varying vec4 vary_light;  varying vec2 vary_fragcoord; @@ -55,9 +56,8 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -68,6 +68,12 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	return getPosition_d(pos_screen, depth); +} +  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -178,7 +184,17 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	temp2.x += .25;  	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;	 +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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( @@ -241,7 +257,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	vec3 pos = getPosition(tc).xyz; +	float depth = texture2DRect(depthMap, tc.xy).a; +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -250,23 +267,74 @@ void main()  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -	calcAtmospherics(pos.xyz, 0.0); +	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);  	vec3 col = atmosAmbient(vec3(0)); -	col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0)); +	col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));  	col *= diffuse.rgb; -	if (spec.a > 0.0) +	if (spec.a > 0.0) // specular reflection  	{ -		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(ref, vary_light.xyz); -		col.rgb += vary_SunlitColor*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; +		// 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; + +		// 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 +		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); +		ref2d += 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. +		// --------------------- +		//     ^   ^ ^ ^   ^ +		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d) +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + +				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); +		float refdepth = texture2DRect(depthMap, ref2d).a; +		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; +		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. +		// 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); + +		// add the two types of shiny together +		col += (ssshiny + dumbshiny) * spec.rgb;  	}  	col = atmosLighting(col);  	col = scaleSoftClip(col); -	 +		  	gl_FragColor.rgb = col;  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 2a7234fd83..f320dbb400 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -161,17 +161,6 @@ void main()  		}  	} -	/*if (spec.a > 0.0) -	{ -		//vec3 ref = reflect(normalize(pos), norm); -		float sa = dot(normalize(lv-normalize(pos)),norm);; -		//sa = max(sa, 0.0); -		//sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); -		sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -		sa *= noise; -		col += da*sa*lcol*spec.rgb; -	}*/ -	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 22bdd2c7f3..56e4055c02 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -5,196 +5,11 @@   * $License$   */ -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2DRectShadow shadowMap4; -uniform sampler2DRectShadow shadowMap5; -uniform sampler2D noiseMap; - -uniform sampler2D		lightFunc; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	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; -} +//class 1, no shadow, no SSAO, should never be called -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	vec2 kern[8]; -	// exponentially (^2) distant occlusion samples spread around origin -	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -	vec2 pos_screen = vary_fragcoord.xy; -	vec3 pos_world = pos.xyz; -	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -	 -	float angle_hidden = 0.0; -	int points = 0; -	 -	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -	 -	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) -	for (int i = 0; i < 8; i++) -	{ -		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); -		vec3 samppos_world = getPosition(samppos_screen).xyz;  -		 -		vec3 diff = pos_world - samppos_world; -		float dist2 = dot(diff, diff); -		 -		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -		// --> solid angle shrinking by the square of distance -		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -		//(k should vary inversely with # of samples, but this is taken care of later) -		 -		//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces -		//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) -		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -		 -		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -		points = points + int(diff.z > -1.0); -	} -	 -	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -	 -	return (1.0 - (float(points != 0) * angle_hidden)); -} +#extension GL_ARB_texture_rectangle : enable  void main()   { -	vec2 pos_screen = vary_fragcoord.xy; -	 -	//try doing an unproject here -	 -	vec4 pos = getPosition(pos_screen); -	 -    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; -	 -	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL -	{ -		gl_FragColor = vec4(0.0); // doesn't matter -		return; -	}*/ -	 -	float shadow = 1.0; -    float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - -	vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); -	 -	//vec3 debug = vec3(0,0,0); -	 -	if (dp_directional_light == 0.0) -	{ -		// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup -		shadow = 0.0; -	} -	else if (spos.z > -shadow_clip.w) -	{	 -		vec4 lpos; -		 -		if (spos.z < -shadow_clip.z) -		{ -			lpos = shadow_matrix[3]*spos; -			lpos.xy *= screen_res; -			shadow = shadow2DRectProj(shadowMap3, lpos).x; -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} -		else if (spos.z < -shadow_clip.y) -		{ -			lpos = shadow_matrix[2]*spos; -			lpos.xy *= screen_res; -			shadow = shadow2DRectProj(shadowMap2, lpos).x; -		} -		else if (spos.z < -shadow_clip.x) -		{ -			lpos = shadow_matrix[1]*spos; -			lpos.xy *= screen_res; -			shadow = shadow2DRectProj(shadowMap1, lpos).x; -		} -		else -		{ -			lpos = shadow_matrix[0]*spos; -			lpos.xy *= screen_res; -			shadow = shadow2DRectProj(shadowMap0, lpos).x; -		} - -		// take the most-shadowed value out of these two: -		//  * the blurred sun shadow in the light (shadow) map -		//  * an unblurred dot product between the sun and this norm -		// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting -		shadow = min(shadow, dp_directional_light); -		 -		/*debug.r = lpos.y / (lpos.w*screen_res.y); -		 -		lpos.xy /= lpos.w*32.0; -		if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) -		{ -			debug.gb = vec2(0.5, 0.5); -		} -		 -		debug += (1.0-shadow)*0.5;*/ -		 -	} -	else -	{ -		// more distant than the shadow map covers - just use directional shading as shadow -		shadow = dp_directional_light; -	} -	 -	gl_FragColor[0] = shadow; -	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); -	 -	//spotlight shadow 1 -	vec4 lpos = shadow_matrix[4]*spos; -	lpos.xy *= screen_res; -	gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x;  -	 -	//spotlight shadow 2 -	lpos = shadow_matrix[5]*spos; -	lpos.xy *= screen_res; -	gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x;  - -	//gl_FragColor.rgb = pos.xyz; -	//gl_FragColor.b = shadow; -	//gl_FragColor.rgb = debug; +	gl_FragColor = vec4(0,0,0,0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl new file mode 100644 index 0000000000..7450817ea7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -0,0 +1,123 @@ +/**  + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +//class 1 -- no shadow, SSAO only + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; + +uniform sampler2D		lightFunc; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	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; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; +	 +	float dist = dot(pos.xyz,pos.xyz); +	 +	if (dist < 64.0*64.0) +	{ +		vec2 kern[8]; +		// exponentially (^2) distant occlusion samples spread around origin +		kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +		kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +		kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +		kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +		kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +		kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +		kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +		kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +		vec2 pos_screen = vary_fragcoord.xy; +		vec3 pos_world = pos.xyz; +		vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +		float angle_hidden = 0.0; +		int points = 0; +		 +		float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +		 +		// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +		for (int i = 0; i < 8; i++) +		{ +			vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +			vec3 samppos_world = getPosition(samppos_screen).xyz;  +			 +			vec3 diff = pos_world - samppos_world; +			float dist2 = dot(diff, diff); +			 +			// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +			// --> solid angle shrinking by the square of distance +			//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +			//(k should vary inversely with # of samples, but this is taken care of later) +			 +			//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces +			//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) +			angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +			 +			// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +			points = points + int(diff.z > -1.0); +		} +		 +		angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +		 +		ret = (1.0 - (float(points != 0) * angle_hidden)); +		ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); +	} +	 +	return min(ret, 1.0); +} + +void main()  +{ +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; +		 +	gl_FragColor[0] = 1.0; +	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	gl_FragColor[2] = 1.0;  +	gl_FragColor[3] = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d21575119d..ceb7e0fb56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -115,7 +115,7 @@ void main()  	vec4 fb = texture2D(screenTex, distort2);  	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug +	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug  	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);  	float shadow = 1.0; @@ -131,11 +131,11 @@ void main()  	//color.rgb = scaleSoftClip(color.rgb);  	//color.a = spec * sunAngle2; -	//wavef.z = -0.25f; -	wavef = normalize(wavef); -	wavef = (norm_mat*vec4(wavef, 1.0)).xyz; +	//wavef.z *= 0.1f; +	//wavef = normalize(wavef); +	vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; -	gl_FragData[0] = vec4(color.rgb, 0.75); -	gl_FragData[1] = vec4(1,1,1, 0.8); -	gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); +	gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse +	gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec +	gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 3e8fdfb3e4..da49e59b89 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -12,7 +12,8 @@ float calcDirectionalLight(vec3 n, vec3 l)  	return a;  } -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -26,9 +27,13 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)  	//distance attenuation  	float da = clamp(1.0/(la * d), 0.0, 1.0); +	// spotlight coefficient. +	float spot = max(dot(-ln, lv), is_pointlight); +	da *= spot*spot; // GL_SPOT_EXPONENT=2 +  	//angular attenuation  	da *= calcDirectionalLight(n, lv); -	 +  	return da;	  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index ad16de6d81..665fe16b43 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -29,8 +29,6 @@ varying vec3 vary_fragcoord;  varying vec3 vary_position;  varying vec3 vary_light; -uniform float alpha_soften; -  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -115,15 +113,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); -	if (samp_pos.z != 0.0 && gl_Color.a < 1.0) -	{ -		float dist_factor = alpha_soften; -		float a = gl_Color.a; -		a *= a; -		dist_factor *= 1.0/(1.0-a); -		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); -	} -	  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5991e1f3b5..1fae8c4da3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -42,23 +42,21 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); +	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); +	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index a939499b17..f8dd1b7431 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -53,23 +53,22 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); + +	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); +	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); +	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 651959413c..5308e5bb1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -43,6 +43,52 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -126,7 +172,7 @@ void main()  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);  			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; @@ -137,7 +183,7 @@ void main()  		}  		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);  		amb_da += (da*da*0.5+0.5)*proj_ambiance; @@ -167,22 +213,23 @@ void main()  			if (stc.z > 0.0)  			{  				stc.xy /= stc.w; -					 + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		}  	} -	//attenuate point light contribution by SSAO component -	col *= texture2DRect(lightMap, frag.xy).g; -	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 531f7376a3..dbccb7fb8b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; +uniform sampler2DRect depthMap;  uniform sampler2D	  noiseMap;  uniform samplerCube environmentMap;  uniform sampler2D	  lightFunc; @@ -41,7 +42,6 @@ uniform vec3 env_mat[3];  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; -uniform sampler2DRect depthMap;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -55,9 +55,8 @@ vec3 vary_AmblitColor;  vec3 vary_AdditiveColor;  vec3 vary_AtmosAttenuation; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -68,6 +67,12 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	return getPosition_d(pos_screen, depth); +} +  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -251,7 +256,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	vec3 pos = getPosition(tc).xyz; +	float depth = texture2DRect(depthMap, tc.xy).a; +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -271,24 +277,64 @@ void main()  	col *= diffuse.rgb; -	if (spec.a > 0.0) +	if (spec.a > 0.0) // specular reflection  	{ -		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(ref, vary_light.xyz); -		col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; +		// 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; + +		// 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 +		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); +		ref2d += 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. +		// --------------------- +		//     ^   ^ ^ ^   ^ +		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d) +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + +				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); +		float refdepth = texture2DRect(depthMap, ref2d).a; +		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; +		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 +		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); + +		// add the two types of shiny together +		col += (ssshiny + dumbshiny) * spec.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);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d6534083cf..eeaecc157f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -179,21 +179,6 @@ void main()  		}  	} -	/*if (spec.a > 0.0) -	{ -		//vec3 ref = reflect(normalize(pos), norm); -		float sa = dot(normalize(lv-normalize(pos)),norm);; -		//sa = max(sa, 0.0); -		//sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); -		sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -		sa *= noise; -		col += da*sa*lcol*spec.rgb; -	}*/ -	 -	//attenuate point light contribution by SSAO component -	col *= texture2DRect(lightMap, frag.xy).g; -	 -  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index a0026edcd2..46db3c990c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -7,6 +7,8 @@  #extension GL_ARB_texture_rectangle : enable +//class 2, shadows, no SSAO +  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRectShadow shadowMap0; @@ -39,6 +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; @@ -52,56 +57,6 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	vec2 kern[8]; -	// exponentially (^2) distant occlusion samples spread around origin -	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -	vec2 pos_screen = vary_fragcoord.xy; -	vec3 pos_world = pos.xyz; -	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -	 -	float angle_hidden = 0.0; -	int points = 0; -	 -	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -	 -	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) -	for (int i = 0; i < 8; i++) -	{ -		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); -		vec3 samppos_world = getPosition(samppos_screen).xyz;  -		 -		vec3 diff = pos_world - samppos_world; -		float dist2 = dot(diff, diff); -		 -		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -		// --> solid angle shrinking by the square of distance -		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -		//(k should vary inversely with # of samples, but this is taken care of later) -		 -		//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces -		//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) -		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -		 -		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -		points = points + int(diff.z > -1.0); -	} -	 -	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -	 -	return (1.0 - (float(points != 0) * angle_hidden)); -} -  float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)  {  	stc.xyz /= stc.w; @@ -123,7 +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; @@ -134,8 +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; @@ -149,7 +103,9 @@ void main()  	vec4 pos = getPosition(pos_screen); -    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; +	vec4 nmap4 = texture2DRect(normalMap, pos_screen); +	float displace = nmap4.w; +	vec3 norm = nmap4.xyz*2.0-1.0;  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ @@ -158,9 +114,12 @@ void main()  	}*/  	float shadow = 1.0; -    float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); +	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); -	vec4 spos = vec4(pos.xyz + 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)  	{	 @@ -220,15 +179,17 @@ void main()  	}  	gl_FragColor[0] = shadow; -	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	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, 0.1).x;  +	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).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 new file mode 100644 index 0000000000..a0dfc96f14 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -0,0 +1,256 @@ +/**  + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +//class 2 -- shadows and SSAO + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +uniform sampler2D noiseMap; + +uniform sampler2D		lightFunc; + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +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; +	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; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; +	 +	float dist = dot(pos.xyz,pos.xyz); +	 +	if (dist < 64.0*64.0) +	{ +		vec2 kern[8]; +		// exponentially (^2) distant occlusion samples spread around origin +		kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +		kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +		kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +		kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +		kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +		kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +		kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +		kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +		vec2 pos_screen = vary_fragcoord.xy; +		vec3 pos_world = pos.xyz; +		vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +		float angle_hidden = 0.0; +		int points = 0; +		 +		float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +		 +		// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +		for (int i = 0; i < 8; i++) +		{ +			vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +			vec3 samppos_world = getPosition(samppos_screen).xyz;  +			 +			vec3 diff = pos_world - samppos_world; +			float dist2 = dot(diff, diff); +			 +			// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +			// --> solid angle shrinking by the square of distance +			//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +			//(k should vary inversely with # of samples, but this is taken care of later) +			 +			//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces +			//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) +			angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +			 +			// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +			points = points + int(diff.z > -1.0); +		} +		 +		angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +		 +		ret = (1.0 - (float(points != 0) * angle_hidden)); +		ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); +	} +	 +	return min(ret, 1.0); +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias*scl; +	 +	float cs = shadow2DRect(shadowMap, stc.xyz).x; +	float shadow = cs; + +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); +			 +	return shadow/5.0; +	 +	//return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ +	stc.xyz /= stc.w; +	stc.z += spot_shadow_bias*scl; +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; + +	vec2 off = 1.5/proj_shadow_res; +	 +	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); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	 +			 +	return shadow/5.0; +	 +	//return shadow; +} + +void main()  +{ +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec4 nmap4 = texture2DRect(normalMap, pos_screen); +	float displace = nmap4.w; +	vec3 norm = nmap4.xyz*2.0-1.0; +	 +	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL +	{ +		gl_FragColor = vec4(0.0); // doesn't matter +		return; +	}*/ +	 +	float shadow = 1.0; +	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + +	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) +	{	 +		if (dp_directional_light == 0.0) +		{ +			// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup +			shadow = 0.0; +		} +		else +		{ +			vec4 lpos; +			 +			if (spos.z < -shadow_clip.z) +			{ +				lpos = shadow_matrix[3]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap3, lpos, 0.25); +				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +			} +			else if (spos.z < -shadow_clip.y) +			{ +				lpos = shadow_matrix[2]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap2, lpos, 0.5); +			} +			else if (spos.z < -shadow_clip.x) +			{ +				lpos = shadow_matrix[1]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap1, lpos, 0.75); +			} +			else +			{ +				lpos = shadow_matrix[0]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap0, lpos, 1.0); +			} +		 +			// take the most-shadowed value out of these two: +			//  * the blurred sun shadow in the light (shadow) map +			//  * an unblurred dot product between the sun and this norm +			// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting +			shadow = min(shadow, dp_directional_light); +			 +			//lpos.xy /= lpos.w*32.0; +			//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) +			//{ +			//	shadow = 0.0; +			//} +			 +		} +	} +	else +	{ +		// more distant than the shadow map covers +		shadow = 1.0; +	} +	 +	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);  +	 +	//spotlight shadow 2 +	lpos = shadow_matrix[5]*spos; +	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/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index f4c59734a4..19800d96dc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@   */  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); -	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + +	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);  	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 96a083b522..ef81ed1308 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,9 +56,8 @@ vec3 vary_AdditiveColor;  vec3 vary_AtmosAttenuation;  uniform float gi_ambiance; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	return getPosition_d(pos_screen, depth); +} +  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -252,7 +257,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	vec3 pos = getPosition(tc).xyz; +	float depth = texture2DRect(depthMap, tc.xy).a; +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -274,11 +280,59 @@ void main()  	col *= diffuse.rgb; -	if (spec.a > 0.0) +	if (spec.a > 0.0) // specular reflection  	{ -		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(ref, vary_light.xyz); -		col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; +		// 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 +		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); +		ref2d += 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. +		// --------------------- +		//     ^   ^ ^ ^   ^ +		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d) +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + +				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); +		float refdepth = texture2DRect(depthMap, ref2d).a; +		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; +		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 +		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); + +		// add the two types of shiny together +		col += (ssshiny + dumbshiny) * spec.rgb;  	}  	col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 1c5234c450..f129a1517b 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@   */  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light);  vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  { -	vec4 col; -	col.a = color.a; +	vec4 col = vec4(0.0, 0.0, 0.0, color.a); -	// Add windlight lights -	col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); -	col.rgb += atmosAmbient(baseLight.rgb); -	col.rgb = scaleUpLight(col.rgb); -  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); +	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); +	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -				 + +	// Add windlight lights +	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); +	col.rgb += atmosAmbient(baseLight.rgb);  	col.rgb = min(col.rgb*color.rgb, 1.0); 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