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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl40
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl67
5 files changed, 119 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index efb4d48845..5c164f7759 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -31,6 +31,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+#if !HAS_DIFFUSE_LOOKUP
+uniform sampler2D diffuseMap;
+#endif
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -40,7 +44,12 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void main()
{
+#if HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
+#else
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy)*vertex_color;
+#endif
+
color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
color.rgb = fullbrightAtmosTransport(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 539efa3499..17aa0e32a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -28,9 +28,7 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
uniform float emissive_brightness;
-#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -388,6 +386,18 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -446,6 +456,7 @@ void main()
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vec3 old_diffcol = diffcol.rgb;
diffcol.rgb = pow(diffcol.rgb, vec3(2.2));
#endif
@@ -475,6 +486,8 @@ void main()
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
+#else
+ final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
@@ -613,24 +626,33 @@ void main()
col += spec_contrib;
}
+ col = mix(col.rgb, old_diffcol.rgb, diffuse.a);
+
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2;
+ float exponent = mix(2.2, 1.0, diffuse.a);
+
+ vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
col = mix(col.rgb, refcol,
- max(envIntensity-diffuse.a*2.0, 0.0));
-
+ envIntensity);
+
float cur_glare = max(refcol.r, refcol.g);
cur_glare = max(cur_glare, refcol.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
+
+ float exponent = mix(1.0, 2.2, diffuse.a);
+ col = pow(col, vec3(exponent));
+
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
vec3 npos = normalize(-pos.xyz);
#define LIGHT_LOOP(i) col.rgb = col.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);
@@ -646,7 +668,6 @@ void main()
frag_color.rgb = col.rgb;
glare = min(glare, 1.0);
frag_color.a = max(diffcol.a*vertex_color.a, glare);
-
#else
frag_data[0] = final_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index b688c1a70c..45d672c290 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -248,6 +248,15 @@ vec3 atmosTransport(vec3 light) {
light += getAdditiveColor() * 2.0;
return light;
}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+
+
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
@@ -282,6 +291,13 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
@@ -328,32 +344,36 @@ void main()
col += spec_contrib;
}
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
-
+
+ col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a);
+
+
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
float exponent = mix(2.2, 1.0, diffuse.a);
+ vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
- col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent)) * exponent,
- envIntensity);
+ col = mix(col.rgb, refcol,
+ envIntensity);
- exponent = mix(1.0, 2.2, diffuse.a);
- col.rgb = pow(col.rgb, vec3(exponent))/exponent;
}
+ float exponent = mix(1.0, 2.2, diffuse.a);
+ col = pow(col, vec3(exponent));
+
if (norm.w < 0.5)
{
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
+ //col = vec3(1,0,1);
//col.g = envIntensity;
}
frag_color.rgb = col;
- //frag_color.a = bloom;
- frag_color.a = 0.0;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index 2ff7f795b0..361f316065 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -32,6 +32,8 @@ out vec4 frag_color;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+uniform float texture_gamma;
+
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -39,6 +41,8 @@ void fullbright_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
+
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index ee6aaddb00..31b2a32f7f 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -38,7 +38,6 @@ uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
uniform float blur_size;
uniform float blur_fidelity;
@@ -66,11 +65,7 @@ uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
uniform vec3 sun_dir;
-
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -80,6 +75,9 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
@@ -130,7 +128,6 @@ vec3 getAtmosAttenuation()
return vary_AtmosAttenuation;
}
-
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
@@ -251,6 +248,15 @@ vec3 atmosTransport(vec3 light) {
light += getAdditiveColor() * 2.0;
return light;
}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+
+
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
@@ -285,6 +291,13 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
@@ -292,14 +305,14 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy);
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec3 col;
float bloom = 0.0;
-
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -310,15 +323,14 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
-
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
- col *= ambient;
+ col.rgb *= ambient;
- col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a));
+ col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0));
col *= diffuse.rgb;
@@ -331,27 +343,42 @@ void main()
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
+
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
-
+
+
+ col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a);
+
+
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,
- envIntensity);
- }
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ float exponent = mix(2.2, 1.0, diffuse.a);
+ vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
+
+ col = mix(col.rgb, refcol,
+ envIntensity);
+
+ }
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
+ float exponent = mix(1.0, 2.2, diffuse.a);
+ col = pow(col, vec3(exponent));
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ //col = vec3(1,0,1);
+ //col.g = envIntensity;
}
-
frag_color.rgb = col;
frag_color.a = bloom;
}