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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl10
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;
}
}