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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl19
3 files changed, 44 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 4df74b762a..721bd933cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -26,6 +26,13 @@
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
+// projected lighted params
+uniform mat4 proj_mat; //screen space to light space projector
+uniform vec3 proj_n; // projector normal
+
+// light params
+uniform float size; // light_size
+
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -52,6 +59,33 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v,
lightDist = length(lv);
}
+// In:
+// light_center
+// pos
+// Out:
+// dist
+// l_dist
+// lv
+// proj_tc Projector Textue Coordinates
+bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc )
+{
+ lv = light_center - pos.xyz;
+ dist = length(lv);
+ bool clipped = (dist >= size);
+ if ( !clipped )
+ {
+ dist /= size;
+
+ l_dist = -dot(lv, proj_n);
+ vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0));
+ clipped = (projected_point.z < 0.0);
+ projected_point.xyz /= projected_point.w;
+ proj_tc = projected_point;
+ }
+
+ return clipped;
+}
+
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 332cf28fb8..31544cf212 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -78,6 +78,7 @@ uniform mat4 inv_proj;
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip);
@@ -146,14 +147,13 @@ void main()
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
-
- if (dist >= size)
+ vec3 lv;
+ vec4 proj_tc;
+ float dist, l_dist;
+ if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
- dist /= size;
float shadow = 1.0;
@@ -169,16 +169,6 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- 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);
dist_atten *= dist_atten;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index b94db1b4cb..7a2cb84f6e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -77,6 +77,7 @@ uniform mat4 inv_proj;
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip_point);
@@ -135,13 +136,13 @@ void main()
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
- vec3 lv = trans_center.xyz-pos.xyz;
- float dist = length(lv);
- if (dist >= size)
+ vec3 lv;
+ vec4 proj_tc;
+ float dist, l_dist;
+ if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
- dist /= size;
float shadow = 1.0;
@@ -157,16 +158,6 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- 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);
dist_atten *= dist_atten;