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davep  committed c93a2e7

MAINT-616 Fix for broken projectors.

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  • Parent commits 24118e6

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Files changed (3)

File indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl

  */
 
  
-#extension GL_ARB_texture_rectangle : enable
-
 #ifdef DEFINE_GL_FRAGCOLOR
 out vec4 frag_color;
 #else
 #define frag_color gl_FragColor
 #endif
 
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+
 uniform sampler2DRect diffuseRect;
 uniform sampler2DRect specularRect;
 uniform sampler2DRect depthMap;
 uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
 uniform sampler2D noiseMap;
 uniform sampler2D projectionMap;
 
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
 uniform float sun_wash;
 
-uniform vec3 center;
 uniform vec3 color;
 uniform float falloff;
 uniform float size;
 
 VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
 uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
 	frag.xy *= screen_res;
 	
 	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = center.xyz-pos.xyz;
+	vec3 lv = trans_center.xyz-pos.xyz;
 	float dist2 = dot(lv,lv);
 	dist2 /= size;
 	if (dist2 > 1.0)
 	{
 		discard;
 	}
-	
+		
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	norm = vec3((norm.xy-0.5)*2.0, norm.z);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
 	proj_tc.xyz /= proj_tc.w;
 	
 	float fa = falloff+1.0;
-	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+	if (dist_atten <= 0.0)
+	{
+		discard;
+	}
 	
 	lv = proj_origin-pos.xyz;
 	lv = normalize(lv);
 		proj_tc.y > 0.0)
 	{
 		float lit = 0.0;
+		float amb_da = proj_ambiance;
+		
 		if (da > 0.0)
 		{
 			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
 			float lod = diff * proj_lod;
 			
-			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
 		
 			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
 			lit = da * dist_atten * noise;
 			
 			col = lcol*lit*diff_tex;
+			amb_da += (da*0.5)*proj_ambiance;
 		}
 		
-		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
-		float lod = diff * proj_lod;
-		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
-		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
-		float amb_da = proj_ambiance;
-		
+		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
 		amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+		amb_da *= dist_atten * noise;
 			
-		amb_da *= dist_atten * noise;
-		
 		amb_da = min(amb_da, 1.0-lit);
-		
+			
 		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
 	}
 	
 		{
 			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
 			
-			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
 
 			if (stc.z > 0.0)
 			{
-				stc.xy /= stc.z+proj_near;
-					
+				stc.xy /= stc.w;
+
+				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);
+								
 				if (stc.x < 1.0 &&
 					stc.y < 1.0 &&
 					stc.x > 0.0 &&
 					stc.y > 0.0)
 				{
-					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
 					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
 				}
 			}

File indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl

 #define frag_color gl_FragColor
 #endif
 
-VARYING vec4 vertex_color;
-
 uniform sampler2DRect diffuseRect;
 uniform sampler2DRect specularRect;
 uniform sampler2DRect depthMap;
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
 uniform int proj_shadow_idx;
 uniform float shadow_fade;
 
-VARYING vec4 vary_light;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
 
+VARYING vec3 trans_center;
 VARYING vec4 vary_fragcoord;
 uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
 	frag.xyz = frag.xyz*0.5+0.5;
 	frag.xy *= screen_res;
 	
+	vec3 pos = getPosition(frag.xy).xyz;
+	vec3 lv = trans_center.xyz-pos.xyz;
+	float dist2 = dot(lv,lv);
+	dist2 /= size;
+	if (dist2 > 1.0)
+	{
+		discard;
+	}
+	
 	float shadow = 1.0;
 	
 	if (proj_shadow_idx >= 0)
 		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
 	}
 	
-	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = vary_light.xyz-pos.xyz;
-	float dist2 = dot(lv,lv);
-	dist2 /= vary_light.w;
-	if (dist2 > 1.0)
-	{
-		discard;
-	}
-	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
 	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
 	
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = vertex_color.a+1.0;
-	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+	float fa = falloff+1.0;
+	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+	if (dist_atten <= 0.0)
+	{
+		discard;
+	}
 	
 	lv = proj_origin-pos.xyz;
 	lv = normalize(lv);
 		proj_tc.y > 0.0)
 	{
 		float lit = 0.0;
+		float amb_da = proj_ambiance;
+		
 		if (da > 0.0)
 		{
 			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
 			float lod = diff * proj_lod;
 			
-			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
 		
-			vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
+			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
 			lit = da * dist_atten * noise;
 			
 			col = lcol*lit*diff_tex*shadow;
-		}
-		
-		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
-		float lod = diff * proj_lod;
-		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
-		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
-		float amb_da = proj_ambiance;
-		if (da > 0.0)
-		{
 			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
 		}
 		
+		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
 		amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+		amb_da *= dist_atten * noise;
 			
-		amb_da *= dist_atten * noise;
-		
 		amb_da = min(amb_da, 1.0-lit);
-		
-		col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+			
+		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
 	}
 	
 	
 		{
 			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
 			
-			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
 
 			if (stc.z > 0.0)
 			{
-				stc.xy /= stc.z+proj_near;
-					
+				stc.xy /= stc.w;
+
+				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);
+								
 				if (stc.x < 1.0 &&
 					stc.y < 1.0 &&
 					stc.x > 0.0 &&
 					stc.y > 0.0)
 				{
-					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
-					col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
+					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
 				}
 			}
 		}

File indra/newview/llviewershadermgr.cpp

 		gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
 		gDeferredSpotLightProgram.mShaderFiles.clear();
 		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredSpotLightProgram.createShader(NULL, NULL);
 	}