diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 30 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fb24927b26..4b99592dbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -99,8 +99,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          lv = normalize(lv);          vec3 norm = normalize(n); -        da = max(0.0, dot(norm, lv)); -        //da = min(da, shadow); +        da = dot(norm, lv);          da = clamp(da, 0.0, 1.0);          //distance attenuation @@ -116,18 +115,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          // to match spotLight (but not multiSpotLight) *sigh*          float lit = max(da * dist_atten,0.0); -        // the shadowmap is wrong for alpha objects -        // since we only have 2 maps but N spots -        //col = lit * light_col * diffuse * shadow; -        col = lit * light_col * diffuse; +        col = lit * light_col * diffuse * shadow;          float amb_da = ambiance; -        amb_da += (da*0.5) * (1.0 - shadow) * ambiance; +        amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;          amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;          amb_da *= dist_atten;          amb_da = min(amb_da, 1.0f - lit); -        col.rgb += amb_da * light_col * diffuse; +        col.rgb += amb_da * 0.5 * light_col * diffuse;          // no spec for alpha shader...      }      col = max(col, vec3(0)); @@ -234,7 +230,7 @@ vec3 post_diffuse = color.rgb;  vec3 prelight_linearish_maybe = color.rgb; -   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w, shadow); +   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w, 1.0);      LIGHT_LOOP(1)      LIGHT_LOOP(2) @@ -244,16 +240,17 @@ vec3 prelight_linearish_maybe = color.rgb;      LIGHT_LOOP(6)      LIGHT_LOOP(7) +vec3 light_linear = light.rgb; +      // keep it linear      //      color.rgb += light.rgb;  vec3 postlight_linear = color.rgb; -color.rgb = prelight_linearish_maybe; +//color.rgb = light_linear;      color.rgb = linear_to_srgb(color.rgb); -  #endif  #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4bb01824bf..8c5a0ef297 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -112,23 +112,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe          //angular attenuation          da = dot(n, lv); -        //da = min(da, shadow); -        da *= clamp(da, 0.0, 1.0); +        da = clamp(da, 0.0, 1.0);          float lit = max(da * dist_atten, 0.0);          // shadowmap is wrong for alpha-blended objs          // since we created shadowmaps for 2 but render N -        //col = light_col*lit*diffuse*shadow; -        col = light_col*lit*diffuse; +        col = light_col*lit*diffuse*shadow;          float amb_da = ambiance; -        amb_da += (da*0.5) * (1.0 - shadow) * ambiance; +        amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;          amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance; -        amb_da *= dist_atten;          amb_da = min(amb_da, 1.0f - lit); -        col.rgb += amb_da * light_col * diffuse; +        col.rgb += amb_da * 0.5 * light_col * diffuse;          if (spec.a > 0.0)          { @@ -373,7 +370,7 @@ vec3 post_spec = col.rgb;      vec3 prelight_linearish_maybe = col.rgb; - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, shadow); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, 1.0);          LIGHT_LOOP(1)          LIGHT_LOOP(2) @@ -383,6 +380,8 @@ vec3 post_spec = col.rgb;          LIGHT_LOOP(6)          LIGHT_LOOP(7) +vec3 light_linear = light.rgb; +      col.rgb += light.rgb;  vec3 postlight_linear = col.rgb; @@ -396,7 +395,7 @@ vec3 postlight_linear = col.rgb;      al = temp.a;  #endif -//col.rgb = prelight_linearish_maybe; +//col.rgb = light_linear;      col.rgb = linear_to_srgb(col.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index ab380f70e8..7ccc91f73c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -218,15 +218,19 @@ void main()              dlit = color.rgb * plcol.rgb * plcol.a;              col = dlit*lit*diff_tex*shadow; -            amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + +            // unshadowed for consistency between forward and deferred? +            amb_da += (da*0.5+0.5)/* *(1.0-shadow) */ *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)*(1.0-shadow)*proj_ambiance; + +        // unshadowed for consistency between forward and deferred? +        amb_da += (da*da*0.5+0.5) /* *(1.0-shadow) */ * proj_ambiance;          amb_da *= dist_atten * noise;          amb_da = min(amb_da, 1.0-lit); +          col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;      } @@ -251,7 +255,7 @@ void main()          {              float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);              vec3 speccol = dlit*scol*spec.rgb*shadow; -            speccol = max(speccol, vec3(0)); +            speccol = clamp(speccol, vec3(0), vec3(1));              col += speccol;          }      }    diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index a9482ea54c..2844cc8574 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -185,7 +185,8 @@ void main()  	lv = proj_origin-pos.xyz;  	lv = normalize(lv);  	float da = dot(norm, lv); -		 +	      da = clamp(da, 0.0, 1.0); +	  	vec3 col = vec3(0,0,0);  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; @@ -214,9 +215,10 @@ void main()  			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);  			dlit = color.rgb * plcol.rgb * plcol.a; -			 +		  			col = dlit*lit*diff_tex*shadow; -			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + +			amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;  		}  		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); @@ -250,7 +252,7 @@ void main()  		{  			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);  			vec3 speccol = dlit*scol*spec.rgb*shadow; -            speccol = max(speccol, vec3(0)); +            speccol = clamp(speccol, vec3(0), vec3(1));  			col += speccol;  		}  	}	  | 
