diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
22 files changed, 271 insertions, 205 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b439fbbff6..4a12659d56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,58 +88,49 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { - //get light vector - vec3 lv = lp.xyz-v; - - vec4 proj_tc = proj_mat * lp; - - //get distance - float d = length(lv); - float da = 1.0; - vec3 col = vec3(0); - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - } + //get light vector + vec3 lv = lp.xyz-v; - if (d > 0.0) - { - //normalize light vector - lv = normalize(lv); - vec3 norm = normalize(n); +la /= 20.0f; - da = dot(norm, lv); - da = clamp(da, 0.0, 1.0); - - //distance attenuation - float dist = (la > 0) ? d/la : 1.0f; - fa += 1.0f; - float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 0.0f; - dist_atten *= dist_atten; - dist_atten *= 2.2f; + //get distance + float d = length(lv); + + float da = 1.0; + + vec3 col = vec3(0); + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + //angular attenuation + da *= max(dot(n, lv), 0.0); - // to match spotLight (but not multiSpotLight) *sigh* - float lit = max(da * dist_atten,0.0); + float lit = max(da * dist_atten,0.0); +ambiance = 0.0f; float amb_da = ambiance; if (lit > 0) { col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; - amb_da += (da*da*0.5 + 0.5) * ambiance; } + amb_da += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); - col.rgb += amb_da * 0.5 * light_col * diffuse; + col.rgb += amb_da * light_col * diffuse; // no spec for alpha shader... } @@ -217,21 +208,27 @@ void main() vec4 color = vec4(0.0); - color.rgb = amblit; color.a = final_alpha; float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + float ambient_clamp = getAmbientClamp() + 0.1; + ambient = (1.0 - ambient) * ambient_clamp; vec3 sun_contrib = min(final_da, shadow) * sunlit; +#if !defined(AMBIENT_KILL) + color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; @@ -249,7 +246,7 @@ vec3 post_atmo = color.rgb; // to linear! color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.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 * 0.5); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.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); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -260,7 +257,9 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(7) // sum local light contrib in linear colorspace +#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; +#endif // back to sRGB as we're going directly to the final RT post-deferred gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0880a73b26..1c0516923e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -88,17 +88,19 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - float da = 1.0; + vec3 col = vec3(0); + +la /= 20.0f; - vec3 col = vec3(0,0,0); + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + float da = 1.0; - vec4 proj_tc = proj_mat * lp; + /*vec4 proj_tc = proj_mat * lp; if (proj_tc.z < 0 || proj_tc.z > 1 @@ -108,76 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe || proj_tc.y > 1) { return col; - } - - if (d > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist = (la > 0) ? d/la : 1.0f; - fa += 1.0f; - float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; - dist_atten *= dist_atten; - dist_atten *= 2.2f; - - if (dist_atten <= 0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - - //angular attenuation - da = dot(n, lv); - da = clamp(da, 0.0, 1.0); - - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - float lit = max(da * dist_atten, 0.0); + }*/ + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten, 0.0); float amb_da = ambiance; - if (da > 0) - { + if (lit > 0) + { col = light_col*lit*diffuse; amb_da += (da*0.5 + 0.5) * ambiance; - amb_da += (da*da*0.5+0.5) * ambiance; } + amb_da += (da*da*0.5+0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); - col.rgb += amb_da * 0.25 * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; + col += speccol; - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } - return max(col, vec3(0.0,0.0,0.0)); + return max(col, vec3(0.0,0.0,0.0)); } #else @@ -320,16 +314,22 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + float ambient_clamp = getAmbientClamp() + 0.1; + ambient = (1.0 - ambient) * ambient_clamp; vec3 sun_contrib = min(final_da, shadow) * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; @@ -395,7 +395,7 @@ vec3 post_atmo = color.rgb; vec3 light = vec3(0,0,0); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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 ); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -405,11 +405,12 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) - glare = min(glare, 1.0); float al = max(diffuse_linear.a,glare)*vertex_color.a; +#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; +#endif // (only) post-deferred needs inline gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 29298d7c07..367680556a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -61,6 +61,11 @@ vec3 getNorm(vec2 pos_screen); void main() { + vec3 out_col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; vec3 pos = getPosition(frag.xy).xyz; if (pos.z < far_z) @@ -74,7 +79,6 @@ void main() vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop @@ -130,7 +134,7 @@ void main() } } } - +#endif frag_color.rgb = out_col; frag_color.a = 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 2569e49743..c81d633880 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -72,10 +72,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -126,6 +130,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -167,7 +176,6 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; vec3 dlit = vec3(0, 0, 0); @@ -263,7 +271,8 @@ void main() } } } - +#endif + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f8264d971c..73bc1141b0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -124,7 +124,7 @@ void main() { discard; } - +//col.rgb = vec3(0); frag_color.rgb = col; frag_color.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 c81d0f97da..c7426788c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,16 +106,23 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + ambient = (1.0 - ambient); + float ambient_clamp = getAmbientClamp() + 0.1; + ambient *= ambient_clamp; vec3 sun_contrib = final_da * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; @@ -153,7 +160,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + color.rgb += diffuse_srgb.rgb * diffuse_srgb.a; #endif if (envIntensity > 0.0) @@ -179,11 +186,10 @@ vec3 post_atmo = color.rgb; bloom = fogged.a; #endif +// srgb colorspace debuggables //color.rgb = amblit; -//color.rgb = vec3(ambient); //color.rgb = sunlit; //color.rgb = post_ambient; -//color.rgb = vec3(final_da); //color.rgb = sun_contrib; //color.rgb = post_sunlight; //color.rgb = diffuse_srgb.rgb; @@ -197,6 +203,11 @@ vec3 post_atmo = color.rgb; color.rgb = srgb_to_linear(color.rgb); } +// linear debuggables +//color.rgb = vec3(final_da); +//color.rgb = vec3(ambient); +//color.rgb = vec3(scol); + frag_color.rgb = color.rgb; frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index d09bc25334..55c740d100 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -71,10 +71,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -94,6 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -111,6 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -125,6 +129,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -138,12 +147,10 @@ void main() { discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); - norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -169,14 +176,9 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 col = vec3(0,0,0); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 dlit = vec3(0, 0, 0); @@ -212,7 +214,6 @@ void main() amb_da = min(amb_da, 1.0-lit); col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb; } - if (spec.a > 0.0) { @@ -239,7 +240,6 @@ void main() } } - if (envIntensity > 0.0) { vec3 ref = reflect(normalize(pos), norm); @@ -268,7 +268,8 @@ void main() } } } - +#endif + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 914e17beed..2235ab12a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -129,8 +129,7 @@ void main() vec4 refcol = refcol1 + refcol2 + refcol3; float df1 = df.x + df.y + df.z; - df1 *= 0.333; - refcol *= df1; + refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; wavef.z *= max(-viewVec.z, 0.1); @@ -145,23 +144,35 @@ void main() vec4 baseCol = texture2D(refTex, refvec4); refcol = mix(baseCol*df2, refcol, dweight); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // 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 + 0.6); - color.rgb *= 2.0f; - color.rgb = scaleSoftClip(color.rgb); - - vec4 pos = vary_position; + refcol.rgb = srgb_to_linear(refcol.rgb); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); + + //figure out distortion vector (ripply) + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // 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 * 0.4 + 0.6); + + vec4 pos = vary_position; + + color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + + color.a = spec * sunAngle2; - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 0); // diffuse - frag_data[1] = vec4(specular * 0.5, 0.5); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 + frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[1] = vec4(0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 3b0c81fc71..ddbe3ebe10 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -59,7 +59,10 @@ void main() vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + outColor.rgb *= vertex_color.rgb; + + // SL-11260... + //outColor.rgb = atmosLighting(outColor.rgb); outColor = applyWaterFog(outColor); frag_color = outColor; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 043815c824..f033c0e7c4 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -121,7 +121,6 @@ void main() vec4 refcol = refcol1 + refcol2 + refcol3; float df1 = df.x + df.y + df.z; - df1 *= 0.3333; refcol *= df1; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; @@ -151,11 +150,11 @@ void main() //mix with reflection // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6); + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6); color.rgb += spec * specular; - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb * 0.5); color.a = spec * sunAngle2; #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 38230836eb..5e39d1629d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -28,11 +28,16 @@ // All lights, no specular highlights vec3 atmosAmbient(); vec4 sumLights(vec3 pos, vec3 norm, vec4 color); +float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb * 0.5; + +#if !defined(AMBIENT_KILL) + c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); +#endif + return c; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 761ac29ee2..0c3ea4231e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); + +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +#endif + +#if !defined(SUNLIGHT_KILL) col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#endif + col.rgb = min(col.rgb*color.rgb, 1.0); return col; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 68eb671e7c..55ffbdcc46 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor; float getAmbientClamp() { - return 0.45f; + return 0.9; } void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 54ec534d14..bcce4c041a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -72,20 +72,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - vec3 getNorm(vec2 pos_screen); - -vec4 correctWithGamma(vec4 col) -{ - return vec4(srgb_to_linear(col.rgb), col.a); -} - vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -104,7 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -122,7 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -137,6 +129,12 @@ vec4 getPosition(vec2 pos_screen); void main() { + + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -191,8 +189,6 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; @@ -292,6 +288,7 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index eb95890e08..dca2862b5a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -88,6 +88,7 @@ vec3 halo22(float d) /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); +vec3 srgb_to_linear(vec3 c); void main() { @@ -194,10 +195,12 @@ void main() color.rgb += halo_22; - color *= 2.; + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); + color.rgb = srgb_to_linear(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1b2b835ad1..7f83e168bb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable /*[EXTRA_CODE_HERE]*/ @@ -87,14 +88,11 @@ void main() float da = dot(normalize(norm.xyz), light_dir.xyz); da = clamp(da, -1.0, 1.0); - - float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - + vec4 diffuse_linear = texture2DRect(diffuseRect, tc); + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); // clamping to alpha value kills underwater shadows... //scol = max(scol_ambocc.r, diffuse_linear.a); @@ -116,20 +114,27 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + float ambient_clamp = getAmbientClamp() + 0.1; + ambient = (1.0 - ambient); + ambient *= ambient_clamp; vec3 sun_contrib = min(scol, final_da) * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; vec3 post_diffuse = color.rgb; @@ -155,7 +160,7 @@ vec3 post_diffuse = color.rgb; float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot (sp, sp) / 6.0; + bloom += dot(sp, sp) / 6.0; color += sp * spec.rgb; } } @@ -163,7 +168,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif if (envIntensity > 0.0) diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 2ef7cffe9d..77f6e6f7ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -73,15 +73,11 @@ uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); -vec4 correctWithGamma(vec4 col) -{ - return vec4(srgb_to_linear(col.rgb), col.a); -} vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -101,7 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -119,7 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -134,6 +130,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -174,8 +175,8 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = falloff + 1.0; - float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); + float fa = falloff+1.0; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; @@ -187,14 +188,9 @@ 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; - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; @@ -232,7 +228,6 @@ void main() col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - if (spec.a > 0.0) { @@ -258,10 +253,6 @@ void main() col += speccol; } } - - - - if (envIntensity > 0.0) { @@ -291,6 +282,7 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 57f93a8b36..8795d69a3a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +i#endif + // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#if !defined(SUNLIGHT_KILL) col.rgb = min(col.rgb*color.rgb, 1.0); +#endif + return col; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 28d185b9af..02e10b7b50 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -50,7 +50,6 @@ void main() vec4 color; color = vary_HazeColor; color *= 2.; - /// Gamma correct for WL (soft clip effect). frag_color.rgb = scaleSoftClip(color.rgb); frag_color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index a23a5d4076..5b1eb55e0c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -88,7 +88,7 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 48c883d98a..eca8515212 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -28,11 +28,16 @@ // All lights, no specular highlights vec3 atmosAmbient(); vec4 sumLights(vec3 pos, vec3 norm, vec4 color); +float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; + +#if !defined(AMBIENT_KILL) + c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); +#endif + return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 81da6688c2..38dd850296 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +#endif + // Add windlight lights +#if !defined(SUNLIGHT_KILL) col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#endif + col.rgb = min(col.rgb*color.rgb, 1.0); return col; |