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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl428
1 files changed, 217 insertions, 211 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1be1595a47..10a9e3a5b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
+ #ifdef DEFINE_GL_FRAGCOLOR
+ out vec4 frag_color;
+ #else
+ #define frag_color gl_FragColor
+ #endif
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
+ #ifdef HAS_SUN_SHADOW
+ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+ #endif
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+ uniform samplerCube environmentMap;
+ uniform sampler2D lightFunc;
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
+ // Inputs
+ uniform vec4 morphFactor;
+ uniform vec3 camPosLocal;
+ uniform mat3 env_mat;
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
+ uniform vec3 sun_dir;
+ uniform vec3 moon_dir;
+ VARYING vec2 vary_fragcoord;
-VARYING vec3 vary_position;
+ VARYING vec3 vary_position;
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
+ uniform mat4 proj_mat;
+ uniform mat4 inv_proj;
+ uniform vec2 screen_res;
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
+ uniform vec4 light_position[8];
+ uniform vec3 light_direction[8];
+ uniform vec4 light_attenuation[8];
+ uniform vec3 light_diffuse[8];
-float getAmbientClamp();
+ float getAmbientClamp();
-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)
-{
- vec3 col = vec3(0);
+ 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)
+ {
+ vec3 col = vec3(0);
- //get light vector
- vec3 lv = lp.xyz-v;
+ //get light vector
+ vec3 lv = lp.xyz-v;
- //get distance
- float dist = length(lv);
- float da = 1.0;
+ //get distance
+ float dist = length(lv);
+ float da = 1.0;
- dist /= la;
+ dist /= la;
- /* clip to projector bounds
- vec4 proj_tc = proj_mat * lp;
+ /* clip to projector bounds
+ vec4 proj_tc = proj_mat * lp;
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }*/
+ if (proj_tc.z < 0
+ || proj_tc.z > 1
+ || proj_tc.x < 0
+ || proj_tc.x > 1
+ || proj_tc.y < 0
+ || proj_tc.y > 1)
+ {
+ return col;
+ }*/
- if (dist > 0.0 && la > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
-
- float lit = 0.0f;
-
- float amb_da = ambiance;
- if (da >= 0)
- {
- lit = max(da * dist_atten,0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5+0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 need to see why these are blown out
- //col.rgb += amb_da * light_col * diffuse;
-
- if (spec.a > 0.0)
+ if (dist > 0.0 && la > 0.0)
{
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ if (dist_atten <= 0.0)
+ {
+ return col;
+ }
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= dot(n, lv);
+
+ float lit = 0.0f;
+
+ float amb_da = ambiance;
+ if (da >= 0)
{
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
+ lit = max(da * dist_atten,0.0);
+ col = lit * light_col * diffuse;
+ amb_da += (da*0.5+0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
+ amb_da *= dist_atten;
+ amb_da = min(amb_da, 1.0f - lit);
+
+ // SL-10969 need to see why these are blown out
+ //col.rgb += amb_da * light_col * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ }
}
}
- }
- return max(col, vec3(0.0,0.0,0.0));
-}
+ return max(col, vec3(0.0,0.0,0.0));
+ }
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+ #else
+ #ifdef DEFINE_GL_FRAGCOLOR
+ out vec4 frag_data[3];
+ #else
+ #define frag_data gl_FragData
+ #endif
#endif
uniform sampler2D diffuseMap;
@@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
-void main()
+void main()
{
vec2 pos_screen = vary_texcoord0.xy;
@@ -294,6 +294,9 @@ void main()
// At midday the brightness is very close.
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
+ vec3 color = vec3(0.0);
+ float al = 0.0;
+
#ifdef HAS_SPECULAR_MAP
if( emissive_brightness >= 1.0)
{
@@ -301,8 +304,9 @@ void main()
final_normal = vec4(abnormal, ei, 0.0);
}
#endif
+
vec4 final_specular = spec;
-
+
final_specular.a = specular_color.a;
#ifdef HAS_SPECULAR_MAP
@@ -310,143 +314,143 @@ void main()
final_normal.z *= spec.a;
#endif
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- //forward rendering, output just lit RGBA
- vec3 pos = vary_position;
+ {
+ //forward rendering, output just lit RGBA
+ vec3 pos = vary_position;
- float shadow = 1.0f;
+ float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
-
- spec = final_specular;
- float envIntensity = final_normal.z;
+ spec = final_specular;
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ float envIntensity = final_normal.z;
- vec3 color = vec3(0.0);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ float bloom = 0.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float da = dot(norm.xyz, normalize(light_dir.xyz));
- float final_da = clamp(da, 0.0, 1.0);
+ float da = dot(norm.xyz, normalize(light_dir.xyz));
+ float final_da = clamp(da, 0.0, 1.0);
- float ambient = da;
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
+ float ambient = da;
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
-
#if !defined(AMBIENT_KILL)
- color.rgb = amblit;
- color.rgb *= ambient;
+ color.rgb = amblit;
+ color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
- color.rgb += sun_contrib;
+ color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_srgb.rgb;
-
+ color.rgb *= diffuse_srgb.rgb;
+
vec3 post_diffuse = color.rgb;
- float glare = 0.0;
+ float glare = 0.0;
- if (spec.a > 0.0) // specular reflection
- {
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz+npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 sp = sun_contrib*scol / 16.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 6.0;
-#if !defined(SUNLIGHT_KILL)
- color += sp * spec.rgb;
-#endif
- }
- }
+ if (spec.a > 0.0) // specular reflection
+ {
+ vec3 npos = -normalize(pos.xyz);
-vec3 post_spec = color.rgb;
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(light_dir.xyz+npos);
+ float nh = dot(norm.xyz, h);
+ float nv = dot(norm.xyz, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-#if !defined(SUNLIGHT_KILL)
- color = mix(color.rgb, reflected_color, envIntensity);
-#endif
- float cur_glare = max(reflected_color.r, reflected_color.g);
- cur_glare = max(cur_glare, reflected_color.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 sp = sun_contrib*scol / 16.0f;
+ sp = clamp(sp, vec3(0), vec3(1));
+ bloom = dot(sp, sp) / 6.0;
+ #if !defined(SUNLIGHT_KILL)
+ color += sp * spec.rgb;
+ #endif
+ }
+ }
+
+ vec3 post_spec = color.rgb;
+
+ if (envIntensity > 0.0)
+ {
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+
+ #if !defined(SUNLIGHT_KILL)
+ color = mix(color.rgb, reflected_color, envIntensity);
+ #endif
+ float cur_glare = max(reflected_color.r, reflected_color.g);
+ cur_glare = max(cur_glare, reflected_color.b);
+ cur_glare *= envIntensity*4.0;
+ glare += cur_glare;
+ }
vec3 post_env = color.rgb;
- color = atmosFragLighting(color, additive, atten);
+ color = atmosFragLighting(color, additive, atten);
- //convert to linear space before adding local lights
- color = srgb_to_linear(color);
+ //convert to linear space before adding local lights
+ color = srgb_to_linear(color);
vec3 post_atmo = color.rgb;
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0,0,0);
+ vec3 npos = normalize(-pos.xyz);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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 );
+ vec3 light = vec3(0,0,0);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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 );
- glare = min(glare, 1.0);
- float al = max(diffuse_linear.a,glare)*vertex_color.a;
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ glare = min(glare, 1.0);
+ al = max(diffuse_linear.a,glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
- color.rgb += light.rgb;
+ color.rgb += light.rgb;
#endif
- color = scaleSoftClipFrag(color);
+ color = scaleSoftClipFrag(color);
- // (only) post-deferred needs inline gamma correction
- color.rgb = linear_to_srgb(color.rgb);
+ // (only) post-deferred needs inline gamma correction
+ color.rgb = linear_to_srgb(color.rgb);
//color.rgb = amblit;
//color.rgb = vec3(ambient);
@@ -462,15 +466,17 @@ vec3 post_atmo = color.rgb;
//color.rgb = post_atmo;
#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
- color.rgb = temp.rgb;
- al = temp.a;
+ vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
+ color.rgb = temp.rgb;
+ al = temp.a;
#endif
+ }
frag_color.rgb = color.rgb;
frag_color.a = al;
-#else
+#else // if DIFFUSE_ALPHA_MODE_BLEND ...
+
// deferred path
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.