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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl77
2 files changed, 71 insertions, 58 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 9e8f2f16f9..50938d3ef9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -154,6 +154,8 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ float envIntensity = norm.z;
+
norm = decode_normal(norm.xy);
norm = normalize(norm);
@@ -225,6 +227,30 @@ void main()
if (spec.a > 0.0)
{
+ float lit = da * dist_atten * noise;
+ vec3 npos = -normalize(pos);
+
+ //vec3 ref = dot(pos+lv, norm);
+ 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 += lit*scol*color.rgb*spec.rgb;
+ //col += spec.rgb;
+ }
+ }
+
+ if (envIntensity > 0.0)
+ {
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
@@ -241,8 +267,9 @@ void main()
{
stc.xy /= stc.w;
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*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 &&
@@ -250,28 +277,7 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
-
- 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;
+ col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*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 cb8d1f6910..cfd50ec1ec 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -82,7 +82,6 @@ vec3 decode_normal (vec2 enc)
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -98,7 +97,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -116,7 +114,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
@@ -169,6 +166,9 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+
+ float envIntensity = norm.z;
+
norm = decode_normal(norm.xy);
norm = normalize(norm);
@@ -184,7 +184,6 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
@@ -197,7 +196,11 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@@ -205,11 +208,13 @@ void main()
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
- float lit = 0.0;
float amb_da = proj_ambiance;
-
+ float lit = 0.0;
+
if (da > 0.0)
{
+ lit = da * dist_atten * noise;
+
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
@@ -217,8 +222,6 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = da * dist_atten * noise;
-
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
@@ -235,10 +238,36 @@ void main()
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
+
+ if (spec.a > 0.0)
+ {
+ float lit = da * dist_atten * noise;
+ vec3 npos = -normalize(pos);
+
+ //vec3 ref = dot(pos+lv, norm);
+ 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 += lit*scol*color.rgb*spec.rgb*shadow;
+ //col += spec.rgb;
+ }
+ }
- vec4 spec = texture2DRect(specularRect, frag.xy);
- if (spec.a > 0.0)
+
+
+
+ if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -256,7 +285,7 @@ void main()
{
stc.xy /= stc.w;
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*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);
@@ -266,29 +295,7 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
-
- 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;
+ col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
}
}
}