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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl323
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
}
-