Deferred fastalpha behaves a bit better. Pulled over patch for https://jira.secondlife.com/browse/STORM-336 and https://jira.secondlife.com/browse/STORM-1011 from linden repo Sky rendered using new LL method. Assuming this fixes issues on AMD cards(works on cat 11.2) Added a few things missed related to spatial-parition updating. Added 'SkipReflectOcclusionUpdates' setting that prevents occlusion updates for reflection pass. Less taxing on CPU.
81 lines
1.7 KiB
GLSL
81 lines
1.7 KiB
GLSL
/**
|
|
* @file pointLightF.glsl
|
|
*
|
|
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
|
* $License$
|
|
*/
|
|
|
|
#extension GL_ARB_texture_rectangle : enable
|
|
|
|
uniform sampler2DRect diffuseRect;
|
|
uniform sampler2DRect specularRect;
|
|
uniform sampler2DRect positionMap;
|
|
uniform sampler2DRect normalMap;
|
|
uniform samplerCube environmentMap;
|
|
uniform sampler2DRect lightMap;
|
|
uniform sampler2D noiseMap;
|
|
|
|
uniform vec3 env_mat[3];
|
|
uniform float sun_wash;
|
|
|
|
varying vec4 vary_light;
|
|
|
|
varying vec3 vary_fragcoord;
|
|
uniform vec2 screen_res;
|
|
|
|
void main()
|
|
{
|
|
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
|
frag *= screen_res;
|
|
vec3 pos = texture2DRect(positionMap, frag).xyz;
|
|
vec3 lv = vary_light.xyz-pos;
|
|
float dist2 = dot(lv,lv);
|
|
if (dist2 > vary_light.w)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
vec3 norm = texture2DRect(normalMap, frag).xyz;
|
|
float da = dot(norm, lv);
|
|
if (da < 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
norm = normalize(norm);
|
|
lv = normalize(lv);
|
|
da = dot(norm, lv);
|
|
|
|
float noise = texture2D(noiseMap, frag/128.0).b;
|
|
|
|
vec3 col = texture2DRect(diffuseRect, frag).rgb;
|
|
float fa = gl_Color.a+1.0;
|
|
float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0);
|
|
float lit = da * dist_atten * noise;
|
|
|
|
col = gl_Color.rgb*lit*col;
|
|
|
|
vec4 spec = texture2DRect(specularRect, frag);
|
|
if (spec.a > 0.0)
|
|
{
|
|
vec3 ref = reflect(normalize(pos), norm);
|
|
float sa = dot(ref,lv);
|
|
sa = max(sa, 0.0);
|
|
sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
|
|
sa *= noise;
|
|
col += da*sa*gl_Color.rgb*spec.rgb;
|
|
}
|
|
|
|
//attenuate point light contribution by SSAO component
|
|
col *= texture2DRect(lightMap, frag.xy).g;
|
|
|
|
if (dot(col, col) <= 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
|
|
gl_FragColor.rgb = col;
|
|
gl_FragColor.a = 0.0;
|
|
}
|