From cfc375777871ec3d04b9969793379d0cd78a012e Mon Sep 17 00:00:00 2001 From: Geenz Date: Thu, 11 Apr 2013 14:57:11 -0400 Subject: First pass on alpha blended materials --- .../shaders/class1/deferred/alphaF.glsl | 27 ++++++++++++++++++++-- .../class1/deferred/avatarAlphaNoColorV.glsl | 2 ++ 2 files changed, 27 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4ef69824a1..55dda06b46 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -25,6 +25,10 @@ #extension GL_ARB_texture_rectangle : enable +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -33,7 +37,13 @@ out vec4 frag_color; uniform sampler2DRect depthMap; +#if INDEX_MODE != INDEXED +uniform sampler2D diffuseMap; +#endif + +#if INDEX_MODE == INDEXED vec4 diffuseLookup(vec2 texcoord); +#endif uniform vec2 screen_res; @@ -46,7 +56,10 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; +#endif + VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; @@ -103,11 +116,21 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= diffuseLookup(vary_texcoord0.xy); +#if INDEX_MODE == INDEXED + vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + +#if INDEX_MODE == NON_INDEXED_NO_COLOR + float vertex_color_alpha = 1.0; +#else + float vertex_color_alpha = vertex_color.a; +#endif vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; - vec4 col = vec4(vary_ambient + dlight, vertex_color.a); + vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index 5f395801e5..c8ddefac26 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -47,6 +47,7 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; uniform float near_clip; @@ -112,6 +113,7 @@ void main() norm.y = dot(trans[1].xyz, normal); norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); + vary_norm = norm; vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -- cgit v1.2.3 From 6257a8394c23b518febdf5ec9c9ecbdce224e046 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 15 Apr 2013 01:35:21 -0400 Subject: Normal mapped alpha support. Specular and environment map support needs a bit of extra work (in progress). --- .../shaders/class1/deferred/alphaF.glsl | 37 +++++++--- .../shaders/class1/deferred/alphaV.glsl | 81 ++++++++++++++++++++-- 2 files changed, 101 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 55dda06b46..8fb1d6f7b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -55,14 +55,14 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; #if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm; uniform mat4 inv_proj; uniform vec4 light_position[8]; @@ -70,13 +70,21 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +uniform sampler2D bumpMap; +uniform samplerCube environmentMap; +uniform mat3 env_mat; + +uniform vec4 specular_color; + uniform float shadow_offset; -float calcDirectionalLight(vec3 n, vec3 l) +vec2 calcDirectionalLight(vec3 n, vec3 l) { - float a = pow(max(dot(n,l),0.0), 0.7); - return a; + vec3 refl = normalize(reflect(vary_position.xyz, n.xyz)); + float a = pow(max(dot(n,l),0.0), 0.7); + refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6); + return vec2(a, refl.x); } float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -127,8 +135,15 @@ void main() #else float vertex_color_alpha = vertex_color.a; #endif - - vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + + vec3 normal = vary_norm; + normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1; + normal = vec3(dot(normal.xyz, vary_rotation[0]), + dot(normal.xyz, vary_rotation[1]), + dot(normal.xyz, vary_rotation[2])); + + vec2 slight = calcDirectionalLight(normal, light_position[0].xyz); + vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); vec4 color = diff * col; @@ -140,9 +155,11 @@ void main() for (int i = 2; i < 8; i++) { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); } - + + vec3 n = normalize(reflect(vary_position.xyz, normal.xyz)); + n = vec3(dot(n, light_position[0].xyz)); color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index bc08cc6dbf..784472c987 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,16 +23,30 @@ * $/LicenseInfo$ */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if INDEX_MODE == INDEXED void passTextureIndex(); +#endif ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; + +#if HAS_SKIN +mat4 getObjectSkinnedTransform(); +#elif IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; +#endif + VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -102,24 +120,68 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { + vec4 pos; + vec3 norm; + //transform vertex +#if HAS_SKIN + mat4 trans = getObjectSkinnedTransform(); + trans = modelview_matrix * trans; + + pos = trans * vec4(position.xyz, 1.0); + + norm = position.xyz + normal.xyz; + norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#elif IS_AVATAR_SKIN + mat4 trans = getSkinnedTransform(); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#else + norm = normalize(normal_matrix * normal); vec4 vert = vec4(position.xyz, 1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); + pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif +#if INDEX_MODE == INDEXED + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +#else + vary_texcoord0 = texcoord0; +#endif - vec3 norm = normalize(normal_matrix * normal); vary_norm = norm; float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - + + vec3 n = norm; + vec3 b = normalize(normal_matrix * binormal); + vec3 t = cross(b, n); + + vary_rotation[0] = vec3(t.x, b.x, n.x); + vary_rotation[1] = vec3(t.y, b.y, n.y); + vary_rotation[2] = vec3(t.z, b.z, n.z); + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + vary_pointlight_col = diffuse_color.rgb; + col.rgb = vec3(0,0,0); // Add windlight lights @@ -129,12 +191,17 @@ void main() vary_directional.rgb = atmosAffectDirectionalLight(1); col.rgb = col.rgb*diffuse_color.rgb; - +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; - - +#endif +#if HAS_SKIN + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#elif IS_AVATAR_SKIN + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#endif } -- cgit v1.2.3 From 39544a3b06e3221602444eb81c7df8c1030c6bb5 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 15 Apr 2013 02:29:03 -0400 Subject: Hooked up normal and specular texture coordinates. --- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 4 +++- indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 7 ++++++- 2 files changed, 9 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 8fb1d6f7b3..eb0c546af7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -56,6 +56,8 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; VARYING mat3 vary_rotation; @@ -137,7 +139,7 @@ void main() #endif vec3 normal = vary_norm; - normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1; + normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; normal = vec3(dot(normal.xyz, vary_rotation[0]), dot(normal.xyz, vary_rotation[1]), dot(normal.xyz, vary_rotation[2])); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 784472c987..e6b63657e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -41,6 +41,8 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 binormal; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; #if HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -69,6 +71,8 @@ VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; VARYING mat3 vary_rotation; @@ -155,7 +159,8 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; #if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3