diff options
Diffstat (limited to 'indra/newview')
4 files changed, 55 insertions, 17 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dac93cee3a..d560a49c1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -194,8 +194,12 @@ void main()      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); -          da = pow(da, 1.0 / 1.3); + +    float final_da = da; +          final_da = min(final_da, shadow); +          final_da = max(final_da, 0.0f); +		  final_da = min(final_da, 1.0f); +		  final_da = pow(final_da, 1.0/1.3);      vec4 color = vec4(0,0,0,0); @@ -205,9 +209,9 @@ void main()      float ambient = abs(da);      ambient *= 0.5;      ambient *= ambient; -    ambient = 1.0 - ambient; +    ambient = 1.0 - max(0.9, ambient); -    vec3 sun_contrib = min(da, shadow) * sunlit; +    vec3 sun_contrib = final_da * sunlit;      color.rgb *= ambient;      color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c43b5b22bf..d389d975fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -302,7 +302,7 @@ void main()      float ambient = abs(da);      ambient *= 0.5;      ambient *= ambient; -    ambient = 1.0 - ambient; +    ambient = 1.0 - max(0.9, ambient);      float final_da = min(da, shadow);      vec3 sun_contrib = final_da * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 6ff49c7dac..2d2d00cb51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -46,21 +46,52 @@ uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform int sun_up_factor; +const float sample_count = 5; + +float cGoldenAngle = 2.39996323f; +  float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; +    stc.z += shadow_bias * bias_mul * 4.0; + +    float shadow = 0.0; +    float cs = shadow2D(shadowMap, stc.xyz).x; +    float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y); +    float theta = initialTheta; +    int i; +    for (i = 0; i < sample_count; i++) +    { +        float r = float(i) / float(sample_count); +        float weight = sqrt(1.0 - r); +        r = sqrt(r); +        vec2 sampleOffset; +        sampleOffset.x = cos(theta); +        sampleOffset.y = sin(theta); +        sampleOffset *= r * 2.0; +        float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x; +        shadow += weight * s; +        theta += cGoldenAngle; +    } +    shadow /= float(sample_count); +    shadow += cs; +    shadow *= 0.5; +    return shadow; +} + +float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +{ +    stc.xyz /= stc.w; + +    float cs = shadow2D(shadowMap, stc.xyz).x;      stc.z += shadow_bias * bias_mul * 2.0;      stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -     -    float cs = shadow2D(shadowMap, stc.xyz).x; -    float shadow = cs * 4.0; -     +    float shadow = cs;      shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow * 0.125; +    return shadow * 0.2;  }  float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 7f1d518dd6..0c9dc5da58 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -98,15 +98,18 @@ void main()      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); +    float final_da = da; +          final_da = min(final_da, scol); +          final_da = clamp(final_da, 0.0, 1.0); + +    float light_gamma = 1.0/1.3; +	      final_da = pow(final_da, light_gamma); +      vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);      vec3 col;      float bloom = 0.0; @@ -123,9 +126,9 @@ void main()          float ambient = abs(da);          ambient *= 0.5;          ambient *= ambient; -        ambient = 1.0 - ambient; +        ambient = 1.0 - max(0.9, ambient); -        vec3 sun_contrib = min(da,scol) * sunlit; +        vec3 sun_contrib = final_da * sunlit;          col.rgb = amblit;          col.rgb *= ambient; | 
