diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 52 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 77 |
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; } } } |