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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl28
4 files changed, 81 insertions, 71 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1ba10fa8b7..df0ff4e654 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -60,7 +60,7 @@ VARYING vec4 vertex_color;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-
+uniform int sun_up_factor;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
@@ -70,16 +70,17 @@ uniform vec3 light_diffuse[8];
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
vec2 encode_normal (vec3 n);
-vec3 scaleSoftClip(vec3 l);
-vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
+vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -96,23 +97,25 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
vec3 norm = normalize(n);
da = max(0.0, dot(norm, lv));
+ da = clamp(da, 0.0, 1.0);
//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 *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
// to match spotLight (but not multiSpotLight) *sigh*
- float lit = max(da * dist_atten,0.0);
+ float lit = max(min(da, shadow) * dist_atten,0.0);
col = lit * light_col * diffuse;
- float amb_da = (da*da*0.5 + 0.25) * ambiance;
+ float amb_da = ambiance;
amb_da *= dist_atten;
+ amb_da += (da*0.5) * ambiance;
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@@ -165,6 +168,8 @@ void main()
float final_alpha = diff.a;
#endif
+ diff.rgb = srgb_to_linear(diff.rgb);
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -173,36 +178,34 @@ void main()
vec2 abnormal = encode_normal(norm.xyz);
- float sun_da = dot(norm.xyz, sun_dir.xyz);
- float moon_da = dot(norm.xyz, moon_dir.xyz);
-
- float final_da = max(sun_da, moon_da);
- final_da = min(final_da, shadow);
- final_da = clamp(final_da, 0.0f, 1.0f);
- final_da = pow(final_da, display_gamma);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
+ float da = dot(norm.xyz, light_dir.xyz);
+ da = clamp(da, 0.0, 1.0);
vec4 color = vec4(0,0,0,0);
- color.rgb = atmosFragAmbient(color.rgb, amblit);
+ color.rgb = amblit;
color.a = final_alpha;
- float ambient = abs(final_da);
+ float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
- ambient = (1.0-ambient);
+ ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow);
+
+ vec3 sun_contrib = min(da, shadow) * sunlit;
color.rgb *= ambient;
- color.rgb += (final_da * sunlit);
+ color.rgb += sun_contrib;
color.rgb *= diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClipFrag(color.rgb);
vec4 light = vec4(0,0,0,0);
- #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);
+ #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);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -215,6 +218,9 @@ void main()
// keep it linear
//
color.rgb += light.rgb;
+
+ 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 251e60c59e..586926dc01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -32,6 +32,7 @@
uniform float emissive_brightness;
uniform float display_gamma;
+uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -77,10 +78,10 @@ uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-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)
+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, float shadow)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -101,19 +102,28 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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 *= 2.0;
-
+
// 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);
+ da = dot(n, lv);
+ da *= clamp(da, 0.0, 1.0);
+ da *= pow(da, 1.0 / 1.3);
- float lit = max(da * dist_atten, 0.0);
+ float lit = max(min(da,shadow) * dist_atten, 0.0);
col = light_col*lit*diffuse;
+ float amb_da = ambiance;
+ amb_da *= dist_atten;
+ amb_da += (da*0.5) * ambiance;
+ amb_da += (da*da*0.5 + 0.25) * ambiance;
+ amb_da = min(amb_da, 1.0f - lit);
+
+ col.rgb += amb_da * light_col * diffuse;
+
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
@@ -137,7 +147,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
- //col += spec.rgb;
}
}
}
@@ -203,7 +212,6 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#if HAS_SPECULAR_MAP
@@ -257,41 +265,42 @@ void main()
spec = final_specular;
vec4 diffuse = final_color;
+
+ diffuse.rgb = srgb_to_linear(diffuse.rgb);
+
float envIntensity = final_normal.z;
vec3 col = vec3(0.0f,0.0f,0.0f);
float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sun_da = dot(norm.xyz, sun_dir.xyz);
- float moon_da = dot(norm.xyz, moon_dir.xyz);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float final_da = max(sun_da,moon_da);
- final_da = min(final_da, shadow);
- //final_da = max(final_da, diffuse.a);
- final_da = max(final_da, 0.0f);
- final_da = min(final_da, 1.0f);
- final_da = pow(final_da, display_gamma);
+ float da = dot(norm.xyz, light_dir.xyz);
+ da = clamp(da, 0.0, 1.0);
+ da = pow(da, 1.0 / 1.3);
col.rgb = amblit;
- float ambient = min(abs(final_da), 1.0);
+ float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
- ambient = (1.0-ambient);
+ ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow);
- col.rgb *= min(ambient, max(shadow,0.3));
- col.rgb += (final_da * sunlit);
- col.rgb *= gamma_diff.rgb;
-
+ vec3 sun_contrib = min(da, shadow) * sunlit;
+
+ col.rgb *= ambient;
+ col.rgb += sun_contrib;
+ col.rgb *= diffuse.rgb;
+
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
@@ -315,7 +324,7 @@ void main()
vec3 post_spec = col.rgb;
- col = mix(col.rgb, diffcol.rgb, diffuse.a);
+ col = mix(col.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{
@@ -342,7 +351,7 @@ vec3 post_atmo= col.rgb;
vec3 light = vec3(0,0,0);
- #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);
+ #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);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -359,18 +368,13 @@ vec3 post_lighting = col.rgb;
glare = min(glare, 1.0);
float al = max(diffcol.a,glare)*vertex_color.a;
- //convert to gamma space for display on screen
- col.rgb = linear_to_srgb(col.rgb);
-
-vec3 post_srgb = col.rgb;
-
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
col.rgb = temp.rgb;
al = temp.a;
#endif
-//col.rgb = post_lighting;
+ col.rgb = linear_to_srgb(col.rgb);
frag_color.rgb = col.rgb;
frag_color.a = al;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index ad96c84de8..c927c4bf06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -155,7 +155,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{
return 1.0f; // lit beyond the far split...
}
- shadow = min(dp_directional_light,shadow);
+ //shadow = min(dp_directional_light,shadow);
return shadow;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7fd4d7e248..57997245f8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -51,6 +51,7 @@ uniform vec3 camPosLocal;
uniform float cloud_shadow;
uniform float max_y;
uniform float global_gamma;
+uniform float display_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
@@ -93,27 +94,26 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = dot(norm.xyz, light_dir.xyz);
+ float scol = 1.0;
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+
+ float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, 0.0, 1.0);
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
-
+
+ scol = max(scol_ambocc.r, diffuse.a);
+
vec3 col;
- float scol = 1.0;
float bloom = 0.0;
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));
- scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
- float final_da = da;
- final_da = min(final_da, scol);
- final_da = pow(final_da, global_gamma + 0.3);
-
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -121,12 +121,12 @@ void main()
calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
- float ambient = min(da, 1.0);
+ float ambient = min(abs(da), 1.0);
ambient *= 0.5;
ambient *= ambient;
- ambient = min(1.0 - ambient,max(scol,0.3));
+ ambient = 1.0 - ambient * smoothstep(0.0, 0.3, scol);
- vec3 sun_contrib = sunlit * final_da;
+ vec3 sun_contrib = min(da,scol) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;