diff options
Diffstat (limited to 'indra')
11 files changed, 156 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index ad50690c02..c11298aadd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -110,14 +110,18 @@ void main() { lv = normalize(lv); da = dot(norm, lv); - + float fa = light_col[i].a+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= noise; float lit = da * dist_atten; - + + lit = pow(lit,0.7); + vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); if (spec.a > 0.0) @@ -128,15 +132,16 @@ void main() float nv = dot(norm, npos); float vh = dot(npos, h); float sa = nh; - vec3 fres = spec.rgb + pow(1 - dot(h, npos), 5) * (1 - spec.rgb); + 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 (sa > 0.0) + + if (nh > 0.0) { - vec3 scol = (fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt) / (nh * da); - col += lit*scol*light_col[i].rgb; + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + col += lit*scol*light_col[i].rgb*spec.rgb; + //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index bff87cb6aa..09d23db096 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -40,6 +40,7 @@ uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -142,7 +143,7 @@ void main() } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0, norm.z); + norm = norm = (norm.xyz-0.5)*2.0; norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -190,6 +191,8 @@ void main() vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; + + lit = pow(lit, 0.7); col = lcol*lit*diff_tex; amb_da += (da*0.5)*proj_ambiance; @@ -236,8 +239,28 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; + + vec3 npos = -normalize(pos); + lv = pfinal-pos.xyz; + lv = normalize(lv); + + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, 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 (sa > 0.0) + { + float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); + col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*spec.rgb; + } + + //vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + //col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 03b036375b..e99329bbf2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -102,6 +102,8 @@ void main() float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; + lit = pow(lit, 0.7); + col = color.rgb*lit*col; vec4 spec = texture2DRect(specularRect, frag.xy); @@ -113,14 +115,14 @@ void main() float nv = dot(norm, npos); float vh = dot(npos, h); float sa = nh; - vec3 fres = spec.rgb + pow(1 - dot(h, npos), 5) * (1 - spec.rgb); + 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 (sa > 0.0) + if (nh > 0.0) { - vec3 scol = (fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt) / (nh * da); - col += lit*scol*color.rgb; + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + col += lit*scol*color.rgb*spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f50935c1a8..437a06320e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -280,6 +280,8 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + da = pow(da, 0.7); + vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -300,7 +302,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index cca63872de..2f18e1a13d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -41,6 +41,8 @@ uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; + uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -193,6 +195,8 @@ void main() lit = da * dist_atten * noise; + lit = pow(lit, 0.7); + col = lcol*lit*diff_tex; amb_da += (da*0.5)*proj_ambiance; } @@ -238,8 +242,25 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; + vec3 npos = -normalize(pos); + lv = pfinal-pos.xyz; + lv = normalize(lv); + + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, 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); + col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*spec.rgb; + } } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5621e47ab7..d237ec6236 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -39,6 +39,7 @@ uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -177,7 +178,7 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - + vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; @@ -203,6 +204,8 @@ void main() lit = da * dist_atten * noise; + lit = pow(lit, 0.7); + col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -241,6 +244,7 @@ void main() float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -248,8 +252,29 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; + + vec3 npos = -normalize(pos); + lv = pfinal-pos.xyz; + lv = normalize(lv); + + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, 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); + col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb; + } + + //vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + //col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index ff20b63972..eafb7d9c75 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -282,7 +282,8 @@ void main() norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - + da = pow(da, 0.7); + vec4 diffuse = texture2DRect(diffuseRect, tc); vec3 col; @@ -309,7 +310,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 6d6ad6d565..af8089ce67 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -39,6 +39,8 @@ uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; +uniform sampler2D lightFunc; + uniform mat4 proj_mat; //screen space to light space uniform float proj_near; //near clip for projection @@ -203,6 +205,8 @@ void main() lit = da * dist_atten * noise; + lit = pow(lit, 0.7); + col = lcol*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -248,8 +252,25 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; + vec3 npos = -normalize(pos); + lv = pfinal-pos.xyz; + lv = normalize(lv); + + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, 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); + col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb; + } } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 890486c4b1..147fb4562e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -138,6 +138,7 @@ void main() float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + dp_directional_light = pow(dp_directional_light, 0.7); vec3 shadow_pos = pos.xyz + displace*norm; vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 2dcd3d656f..907b96ffe4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -199,6 +199,7 @@ void main() float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + dp_directional_light = pow(dp_directional_light, 0.7); vec3 shadow_pos = pos.xyz + displace*norm; vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 92b673e11c..f664e06dd5 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1266,7 +1266,7 @@ void LLPipeline::createLUTBuffers() { if (!mLightFunc) { - U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + /*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); U8* ls = new U8[lightResX*lightResY]; F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); @@ -1302,10 +1302,10 @@ void LLPipeline::createLUTBuffers() // Combined with a bit of noise and trilinear filtering, the banding is hardly noticable. ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255); } - } + }*/ - /*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); F32* ls = new F32[lightResX*lightResY]; //F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions. @@ -1327,15 +1327,36 @@ void LLPipeline::createLUTBuffers() // This is fine, given we only need to create our LUT once per buffer initialization. spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); + spec = llclamp(spec, 0.f, 1.f); + spec = powf(spec, 0.6f); + // Since we use R16F, we no longer have a dynamic range issue we need to work around here. // Though some older drivers may not like this, newer drivers shouldn't have this problem. ls[y*lightResX+x] = spec; + + + //beckmann distribution + /*F32 alpha = acosf((F32) x/(lightResX-1)); + F32 m = 1.f - (F32) y/(lightResY-1); + + F32 cos4_alpha = cosf(alpha); + cos4_alpha *= cos4_alpha; + cos4_alpha *= cos4_alpha; + + F32 tan_alpha = tanf(alpha); + F32 tan2_alpha = tan_alpha*tan_alpha; + + F32 k = expf(-(tan2_alpha)/(m*m)) / + (3.14159f*m*m*cos4_alpha); + + ls[y*lightResX+x] = k;*/ } - }*/ + } LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R8, 1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); + //LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_UNSIGNED_BYTE, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); @@ -8250,7 +8271,7 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); - gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, pow3f(col, 2.2f).mV); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8306,7 +8327,7 @@ void LLPipeline::renderDeferredLighting() gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, pow3f(col, 2.2f).mV); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8397,7 +8418,7 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, pow3f(col, 2.2f).mV); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } |