diff options
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 323 |
1 files changed, 168 insertions, 155 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..f4e041eb5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -48,13 +48,13 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; + out vec4 frag_color; #else -#define frag_color gl_FragColor + #define frag_color gl_FragColor #endif #ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); + float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif uniform samplerCube environmentMap; @@ -86,12 +86,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe { 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; @@ -108,14 +108,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe 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; + 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) @@ -123,19 +123,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe return col; } - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= dot(n, lv); + //angular attenuation + da *= dot(n, lv); - float lit = 0.0f; + float lit = 0.0f; float amb_da = ambiance; if (da >= 0) { - lit = max(da * dist_atten,0.0); + lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; } @@ -146,35 +146,35 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe // 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; + 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; + 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); - } - } - } + 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 @@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); -void main() +void main() { vec2 pos_screen = vary_texcoord0.xy; @@ -272,6 +272,7 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE) final_color.a = diffuse_linear.a; + final_color.rgb *= 0.5; #endif final_color.a = max(final_color.a, emissive_brightness); @@ -294,15 +295,22 @@ void main() // At midday the brightness is very close. vec4 final_normal = vec4(abnormal, env_intensity, 0.0); -#ifdef HAS_SPECULAR_MAP - if( emissive_brightness >= 1.0) + vec3 color = vec3(0.0); + float al = 0.0; + + if (emissive_brightness >= 1.0) { +#ifdef HAS_SPECULAR_MAP float ei = env_intensity*0.5 + 0.5; final_normal = vec4(abnormal, ei, 0.0); - } + #endif + color.rgb = final_color.rgb; + al = vertex_color.a; + } + vec4 final_specular = spec; - + final_specular.a = specular_color.a; #ifdef HAS_SPECULAR_MAP @@ -310,167 +318,173 @@ void main() final_normal.z *= spec.a; #endif + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + if (emissive_brightness < 1.0) + { //forward rendering, output just lit RGBA - vec3 pos = vary_position; + 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; + + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - 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 ambient = da; + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); - float da = dot(norm.xyz, normalize(light_dir.xyz)); - float final_da = clamp(da, 0.0, 1.0); + vec3 sun_contrib = min(final_da, shadow) * sunlit; - float ambient = da; - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); +// vec3 debug_sun_contrib = sun_contrib; - 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; +//vec3 debug_post_ambient = color.rgb; #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color.rgb += sun_contrib; #endif -vec3 post_sunlight = color.rgb; +//vec3 debug_post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; + //color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; // SL-12006 - float glare = 0.0; +//vec3 debug_post_diffuse = color.rgb; - 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 glare = 0.0; + + if (spec.a > 0.0) // specular reflection { - 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; + 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; + color += sp * spec.rgb; #endif + } } - } -vec3 post_spec = color.rgb; +//vec3 debug_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 (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); + 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; - } + 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; +//vec3 debug_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 debug_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); //color.rgb = sunlit; -//color.rgb = post_ambient; +//color.rgb = debug_post_ambient; //color.rgb = vec3(final_da); -//color.rgb = sun_contrib; -//color.rgb = post_sunlight; +//color.rgb = debug_sun_contrib; +//color.rgb = debug_post_sunlight; //color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_spec; -//color.rgb = post_env; -//color.rgb = post_atmo; +//color.rgb = debug_post_diffuse; +//color.rgb = debug_post_spec; +//color.rgb = debug_post_env; +//color.rgb = debug_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 + } // !fullbright 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. @@ -478,4 +492,3 @@ vec3 post_atmo = color.rgb; #endif } - |