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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl21
-rw-r--r--indra/newview/llenvironmentmap.cpp2
-rw-r--r--indra/newview/pipeline.cpp45
6 files changed, 58 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 09c47165dd..0ae4bbfc5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
-uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index ec3fb9c543..8dcc18080d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -42,7 +42,6 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 18616a9bb3..c1061f1933 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2DRect depthMap;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7700d16007..6958841d05 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -40,6 +40,7 @@ uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
+uniform samplerCube reflectionMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@@ -119,6 +120,8 @@ void main()
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 env_vec = env_mat * refnormpersp;
+
if (spec.a > 0.0) // specular reflection
{
float sa = dot(refnormpersp, light_dir.xyz);
@@ -128,13 +131,28 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
+
+ // add reflection map - EXPERIMENTAL WORK IN PROGRESS
+ float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding
+ float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res
+
+ //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb;
+ vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb;
+ //vec3 reflected_color = texture(reflectionMap, env_vec).rgb;
+ //vec3 reflected_color = normalize(env_vec)*0.5+0.5;
+ reflected_color *= spec.rgb;
+ vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1));
+
+ color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer);
+
+ //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb);
+ //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color.rgb, reflected_color, envIntensity);
}
@@ -154,5 +172,6 @@ void main()
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
+ //frag_color.r = 1.0;
frag_color.a = bloom;
}
diff --git a/indra/newview/llenvironmentmap.cpp b/indra/newview/llenvironmentmap.cpp
index 7f23c630f1..ee185d8ce7 100644
--- a/indra/newview/llenvironmentmap.cpp
+++ b/indra/newview/llenvironmentmap.cpp
@@ -67,7 +67,7 @@ void LLEnvironmentMap::update(const LLVector3& origin, U32 resolution)
LLVector3(0, -1, 0),
LLVector3(0, 0, -1),
LLVector3(0, 0, 1),
- LLVector3(0, 1, 0),
+ LLVector3(0, -1, 0),
LLVector3(0, -1, 0)
};
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 09437473d9..ac7276e1e0 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8188,24 +8188,42 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
stop_glerror();
+ bool setup_env_mat = false;
channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
- LLCubeMap* cube_map = mEnvironmentMap.mCubeMap.notNull() ? mEnvironmentMap.mCubeMap : gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+ LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if (cube_map)
{
+ setup_env_mat = true;
cube_map->enable(channel);
cube_map->bind();
- F32* m = gGLModelView;
-
- F32 mat[] = { m[0], m[1], m[2],
- m[4], m[5], m[6],
- m[8], m[9], m[10] };
-
- shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
}
}
+ channel = shader.enableTexture(LLShaderMgr::REFLECTION_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = mEnvironmentMap.mCubeMap;
+ if (cube_map)
+ {
+ setup_env_mat = true;
+ cube_map->enable(channel);
+ cube_map->bind();
+ }
+ }
+
+ if (setup_env_mat)
+ {
+ F32* m = gGLModelView;
+
+ F32 mat[] = { m[0], m[1], m[2],
+ m[4], m[5], m[6],
+ m[8], m[9], m[10] };
+
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
+ }
+
if (gAtmosphere)
{
// bind precomputed textures necessary for calculating sun and sky luminance
@@ -9103,6 +9121,17 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
cube_map->disable();
}
}
+
+ channel = shader.disableTexture(LLShaderMgr::REFLECTION_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = mEnvironmentMap.mCubeMap;
+ if (cube_map)
+ {
+ cube_map->disable();
+ }
+ }
+
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
shader.unbind();