SH-469 GL_ARB_texture_multisample support
parent
fd574e3485
commit
4353eeb928
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@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
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}
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// static
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
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{
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for (S32 i = 0; i < numTextures; i++)
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{
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sDeadTextureList.push_back(textures[i]);
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}
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if (immediate)
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{
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LLImageGL::deleteDeadTextures();
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}
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}
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// static
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@ -98,7 +98,7 @@ public:
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// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D()
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// for tracking purposes and will be deprecated in the future
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static void generateTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
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static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
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BOOL createGLTexture() ;
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@ -289,7 +289,7 @@ void LLRenderTarget::release()
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}
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else
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{
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LLImageGL::deleteTextures(1, &mDepth);
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LLImageGL::deleteTextures(1, &mDepth, true);
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stop_glerror();
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}
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mDepth = 0;
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@ -318,7 +318,7 @@ void LLRenderTarget::release()
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if (mTex.size() > 0)
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{
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LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
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LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
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mTex.clear();
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}
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@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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GLcharARB* text[1024];
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GLuint count = 0;
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//copy preprocessor definitions into buffer
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for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
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{
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std::string define = "#define " + iter->first + " " + iter->second + "\n";
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text[count++] = (GLcharARB *) strdup(define.c_str());
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}
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//copy file into memory
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while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
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@ -60,6 +60,9 @@ public:
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std::vector<std::string> mReservedUniforms;
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//preprocessor definitions (name/value)
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std::map<std::string, std::string> mDefinitions;
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protected:
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// our parameter manager singleton instance
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@ -26,7 +26,7 @@ uniform vec2 screen_res;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen)
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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vec2 tc = vary_fragcoord.xy;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec3 pos = getPosition(tc).xyz;
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@ -28,12 +28,12 @@ uniform vec2 screen_res;
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vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
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{
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vec4 ret = vec4(0,0,0,0);
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < samples; i++)
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{
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ret += texelFetch(tex, tc, i);
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}
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return ret * 0.25;
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return ret/samples;
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}
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vec4 getPosition(ivec2 pos_screen)
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@ -36,7 +36,7 @@ uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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@ -0,0 +1,137 @@
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/**
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* @file multiPointLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_texture_multisample : enable
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uniform sampler2DMS depthMap;
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uniform sampler2DMS diffuseRect;
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uniform sampler2DMS specularRect;
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uniform sampler2DMS normalMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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uniform int light_count;
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#define MAX_LIGHT_COUNT 16
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uniform vec4 light[MAX_LIGHT_COUNT];
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uniform vec4 light_col[MAX_LIGHT_COUNT];
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varying vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform float far_z;
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uniform mat4 inv_proj;
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vec4 getPosition(ivec2 pos_screen, int sample)
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{
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float depth = texelFetch(depthMap, pos_screen, sample).r;
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vec2 sc = vec2(pos_screen.xy)*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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void main()
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{
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vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
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ivec2 itc = ivec2(frag);
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int wght = 0;
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vec3 fcol = vec3(0,0,0);
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for (int s = 0; s < samples; ++s)
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{
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vec3 pos = getPosition(itc, s).xyz;
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if (pos.z >= far_z)
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{
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vec3 norm = texelFetch(normalMap, itc, s).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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norm = normalize(norm);
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vec4 spec = texelFetch(specularRect, itc, s);
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vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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vec3 out_col = vec3(0,0,0);
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vec3 npos = normalize(-pos);
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// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
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for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
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{
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bool light_contrib = (i < light_count);
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vec3 lv = light[i].xyz-pos;
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float dist2 = dot(lv,lv);
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dist2 /= light[i].w;
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if (dist2 > 1.0)
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{
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light_contrib = false;
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}
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float da = dot(norm, lv);
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if (da < 0.0)
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{
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light_contrib = false;
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}
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if (light_contrib)
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{
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lv = normalize(lv);
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da = dot(norm, lv);
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float fa = light_col[i].a+1.0;
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float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= noise;
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float lit = da * dist_atten;
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vec3 col = light_col[i].rgb*lit*diff;
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//vec3 col = vec3(dist2, light_col[i].a, lit);
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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float sa = dot(normalize(lv+npos),norm);
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if (sa > 0.0)
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{
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sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*light_col[i].rgb*spec.rgb;
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}
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}
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out_col += col;
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}
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}
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fcol += out_col;
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++wght;
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}
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}
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if (wght <= 0)
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{
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discard;
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}
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gl_FragColor.rgb = fcol/wght;
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gl_FragColor.a = 0.0;
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}
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@ -0,0 +1,233 @@
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/**
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* @file multiSpotLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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//class 1 -- no shadows
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_texture_multisample : enable
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uniform sampler2DMS diffuseRect;
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uniform sampler2DMS specularRect;
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uniform sampler2DMS depthMap;
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uniform sampler2DMS normalMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform sampler2D projectionMap;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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uniform vec3 proj_p; //plane projection is emitting from (in screen space)
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uniform vec3 proj_n;
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uniform float proj_focus; //distance from plane to begin blurring
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uniform float proj_lod; //(number of mips in proj map)
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uniform float proj_range; //range between near clip and far clip plane of projection
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uniform float proj_ambient_lod;
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uniform float proj_ambiance;
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uniform float near_clip;
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uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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varying vec4 vary_light;
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varying vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = tc-vec2(0.5);
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float det = max(1.0-lod/(proj_lod*0.5), 0.0);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
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return ret;
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}
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vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
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return ret;
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}
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vec4 getPosition(ivec2 pos_screen, int sample)
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{
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float depth = texelFetch(depthMap, pos_screen, sample).r;
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vec2 sc = vec2(pos_screen.xy)*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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void main()
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{
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int wght = 0;
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vec3 fcol = vec3(0,0,0);
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vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
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ivec2 itc = ivec2(frag.xy);
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for (int i = 0; i < samples; ++i)
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{
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vec3 pos = getPosition(itc, i).xyz;
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vec3 lv = vary_light.xyz-pos.xyz;
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float dist2 = dot(lv,lv);
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dist2 /= vary_light.w;
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if (dist2 <= 1.0)
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{
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vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
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norm = normalize(norm);
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float l_dist = -dot(lv, proj_n);
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vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
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if (proj_tc.z >= 0.0)
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{
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proj_tc.xyz /= proj_tc.w;
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float fa = gl_Color.a+1.0;
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float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
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if (dist_atten > 0.0)
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{
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lv = proj_origin-pos.xyz;
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lv = normalize(lv);
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float da = dot(norm, lv);
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vec3 col = vec3(0,0,0);
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vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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proj_tc.y < 1.0 &&
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proj_tc.x > 0.0 &&
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proj_tc.y > 0.0)
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{
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float lit = 0.0;
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float amb_da = proj_ambiance;
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if (da > 0.0)
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{
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float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
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vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
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lit = da * dist_atten * noise;
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col = lcol*lit*diff_tex;
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amb_da += (da*0.5)*proj_ambiance;
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}
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//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
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amb_da += (da*da*0.5+0.5)*proj_ambiance;
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amb_da *= dist_atten * noise;
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amb_da = min(amb_da, 1.0-lit);
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col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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vec4 spec = texelFetch(specularRect, itc, i);
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if (spec.a > 0.0)
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{
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vec3 ref = reflect(normalize(pos), norm);
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//project from point pos in direction ref to plane proj_p, proj_n
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vec3 pdelta = proj_p-pos;
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float ds = dot(ref, proj_n);
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if (ds < 0.0)
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{
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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if (stc.z > 0.0)
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{
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stc.xy /= stc.w;
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float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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if (stc.x < 1.0 &&
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stc.y < 1.0 &&
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
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col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
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}
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}
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}
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}
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fcol += col;
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++wght;
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}
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}
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}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -30,7 +30,7 @@ uniform vec4 viewport;
|
|||
|
||||
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-viewport.xy)*2.0;
|
||||
sc /= viewport.zw;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -8,14 +8,15 @@
|
|||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2DRect depthMap;
|
||||
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
|
@ -28,10 +29,10 @@ uniform vec2 screen_res;
|
|||
uniform mat4 inv_proj;
|
||||
uniform vec4 viewport;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
|
||||
sc /= viewport.zw;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
|
|
@ -48,53 +49,60 @@ void main()
|
|||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
|
||||
vec3 pos = getPosition(frag.xy).xyz;
|
||||
vec3 lv = vary_light.xyz-pos;
|
||||
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
|
||||
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.xy/128.0).b;
|
||||
|
||||
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
float lit = da * dist_atten * noise;
|
||||
|
||||
col = gl_Color.rgb*lit*col;
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
if (spec.a > 0.0)
|
||||
int wght = 0;
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
for (int s = 0; s < samples; ++s)
|
||||
{
|
||||
float sa = dot(normalize(lv-normalize(pos)),norm);
|
||||
if (sa > 0.0)
|
||||
vec3 pos = getPosition(itc, s).xyz;
|
||||
vec3 lv = vary_light.xyz-pos;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*gl_Color.rgb*spec.rgb;
|
||||
vec3 norm = texelFetch(normalMap, itc, s).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
float da = dot(norm, lv);
|
||||
if (da >= 0.0)
|
||||
{
|
||||
norm = normalize(norm);
|
||||
lv = normalize(lv);
|
||||
da = dot(norm, lv);
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
|
||||
vec3 col = texelFetch(diffuseRect, itc, s).rgb;
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
float lit = da * dist_atten * noise;
|
||||
|
||||
col = gl_Color.rgb*lit*col;
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, s);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
float sa = dot(normalize(lv-normalize(pos)),norm);
|
||||
if (sa > 0.0)
|
||||
{
|
||||
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*gl_Color.rgb*spec.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (dot(col, col) <= 0.0)
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,14 +10,9 @@
|
|||
varying vec4 vary_light;
|
||||
varying vec4 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
uniform float near_clip;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = pos;
|
||||
|
||||
|
|
@ -25,6 +20,8 @@ void main()
|
|||
tex.w = 1.0;
|
||||
|
||||
vary_light = gl_MultiTexCoord0;
|
||||
|
||||
gl_Position = pos;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
|
|||
|
||||
float getDepth(vec2 pos_screen)
|
||||
{
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
|
|
|
|||
|
|
@ -31,12 +31,12 @@ varying vec2 vary_fragcoord;
|
|||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
for (int i = 0; i < 4; ++i)
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex, tc, i);
|
||||
}
|
||||
|
||||
return ret * 0.25;
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
float getDepth(ivec2 pos_screen)
|
||||
|
|
|
|||
|
|
@ -18,13 +18,14 @@ varying vec2 vary_fragcoord;
|
|||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = texelFetch(tex,tc,0);
|
||||
ret += texelFetch(tex,tc,1);
|
||||
ret += texelFetch(tex,tc,2);
|
||||
ret += texelFetch(tex,tc,3);
|
||||
ret *= 0.25;
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
|
||||
return ret;
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex,tc,i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
|
|||
|
|
@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light)
|
|||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = texture2DRect(depthMap, tc.xy).a;
|
||||
float depth = texture2DRect(depthMap, tc.xy).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
|
|
|||
|
|
@ -251,18 +251,18 @@ vec3 scaleSoftClip(vec3 light)
|
|||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = texelFetch(tex,tc,0);
|
||||
ret += texelFetch(tex,tc,1);
|
||||
ret += texelFetch(tex,tc,2);
|
||||
ret += texelFetch(tex,tc,3);
|
||||
ret *= 0.25;
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
|
||||
return ret;
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex,tc,i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int samples = 4;
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(tc);
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,234 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//class 1 -- no shadows
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
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 int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
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(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
int wght = 0;
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
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 = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_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);
|
||||
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 = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
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 = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
/**
|
||||
* @file starsF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
|
||||
gl_FragData[0] = col;
|
||||
gl_FragData[1] = vec4(0,0,0,0);
|
||||
gl_FragData[2] = vec4(0,0,1,0);
|
||||
}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
/**
|
||||
* @file starsV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
|
@ -35,7 +35,7 @@ uniform float shadow_offset;
|
|||
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -101,8 +101,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
|
|||
|
||||
void main()
|
||||
{
|
||||
int samples = 4;
|
||||
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,38 @@
|
|||
/**
|
||||
* @file glowExtractF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseMap;
|
||||
uniform float minLuminance;
|
||||
uniform float maxExtractAlpha;
|
||||
uniform vec3 lumWeights;
|
||||
uniform vec3 warmthWeights;
|
||||
uniform float warmthAmount;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 itc = ivec2(gl_TexCoord[0].xy);
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 col = texelFetch(diffuseMap, itc, i);
|
||||
|
||||
/// CALCULATING LUMINANCE (Using NTSC lum weights)
|
||||
/// http://en.wikipedia.org/wiki/Luma_%28video%29
|
||||
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
|
||||
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
|
||||
|
||||
fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
|
||||
}
|
||||
|
||||
gl_FragColor = fcol/samples;
|
||||
}
|
||||
|
|
@ -22,7 +22,7 @@ uniform vec2 screen_res;
|
|||
|
||||
float getDepth(vec2 pos_screen)
|
||||
{
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
|
|
|
|||
|
|
@ -21,8 +21,9 @@ uniform float norm_cutoff;
|
|||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
float getDepth(float z)
|
||||
float getDepth(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float z = texelFetch(depthMap, pos_screen, sample).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
|
|
@ -31,7 +32,6 @@ float getDepth(float z)
|
|||
|
||||
void main()
|
||||
{
|
||||
|
||||
float e = 0;
|
||||
|
||||
ivec2 itc = ivec2(vary_fragcoord.xy);
|
||||
|
|
@ -40,24 +40,24 @@ void main()
|
|||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
float depth = getDepth(texelFetch(depthMap, itc, i).r);
|
||||
float depth = getDepth(itc, i);
|
||||
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
|
||||
float sc = 0.75;
|
||||
int sc = 1;
|
||||
|
||||
vec2 de;
|
||||
de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
|
||||
de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
|
||||
de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
|
||||
de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
|
||||
de /= depth;
|
||||
de *= de;
|
||||
de = step(depth_cutoff, de);
|
||||
|
||||
vec2 ne;
|
||||
vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
|
||||
vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
|
||||
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
|
||||
ne.x = dot(nexnorm, norm);
|
||||
vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
|
||||
vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
|
||||
neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
|
||||
ne.y = dot(neynorm, norm);
|
||||
|
||||
|
|
|
|||
|
|
@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
|||
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,244 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
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 int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
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(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int wght = 0;
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
|
||||
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texelFetch(lightMap, itc, i);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
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 = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_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;
|
||||
}
|
||||
|
||||
//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 = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
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 = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
wght++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{ //get position in screen space (world units) given window coordinate and depth map
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
return getPosition_d(pos_screen, depth);
|
||||
}
|
||||
|
||||
|
|
@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
|
|||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = texture2DRect(depthMap, tc.xy).a;
|
||||
float depth = texture2DRect(depthMap, tc.xy).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
|
@ -288,54 +288,8 @@ void main()
|
|||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
//
|
||||
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
|
||||
depth -= 0.5; // unbias depth
|
||||
// first figure out where we'll make our 2D guess from
|
||||
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
|
||||
// Offset the guess source a little according to a trivial
|
||||
// checkerboard dither function and spec.a.
|
||||
// This is meant to be similar to sampling a blurred version
|
||||
// of the diffuse map. LOD would be better in that regard.
|
||||
// The goal of the blur is to soften reflections in surfaces
|
||||
// with low shinyness, and also to disguise our lameness.
|
||||
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
|
||||
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
|
||||
ref2d += vec2(checkoffset, checkoffset);
|
||||
ref2d += tc.xy; // use as offset from destination
|
||||
// Get attributes from the 2D guess point.
|
||||
// We average two samples of diffuse (not of anything else) per
|
||||
// pixel to try to reduce aliasing some more.
|
||||
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
|
||||
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
|
||||
float refdepth = texture2DRect(depthMap, ref2d).a;
|
||||
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
|
||||
float refshad = texture2DRect(lightMap, ref2d).r;
|
||||
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
|
||||
refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
|
||||
refn = normalize(refn);
|
||||
// figure out how appropriate our guess actually was
|
||||
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
|
||||
// darken reflections from points which face away from the reflected ray - our guess was a back-face
|
||||
//refapprop *= step(dot(refnorm, refn), 0.0);
|
||||
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
|
||||
// get appropriate light strength for guess-point
|
||||
// reflect light direction to increase the illusion that
|
||||
// these are reflections.
|
||||
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
|
||||
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
vec3 ssshiny = (refprod * spec.a);
|
||||
ssshiny *= 0.3; // dampen it even more
|
||||
*/
|
||||
vec3 ssshiny = vec3(0,0,0);
|
||||
|
||||
// add the two types of shiny together
|
||||
col += (ssshiny + dumbshiny) * spec.rgb;
|
||||
col += dumbshiny * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
|
|
|
|||
|
|
@ -252,7 +252,6 @@ vec3 scaleSoftClip(vec3 light)
|
|||
|
||||
void main()
|
||||
{
|
||||
int samples = 4;
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(tc);
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,245 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
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 int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
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(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
int wght = 0;
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texelFetch(lightMap, itc, i);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
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 = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_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;
|
||||
}
|
||||
|
||||
//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 = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
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 = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
wght++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
|
|||
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,202 @@
|
|||
/**
|
||||
* @file sunLightMSF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
//class 2, shadows, no SSAO
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform float ssao_radius;
|
||||
uniform float ssao_max_radius;
|
||||
uniform float ssao_factor;
|
||||
uniform float ssao_factor_inv;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
varying vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
|
||||
//try doing an unproject here
|
||||
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 pos = getPosition(itc, i);
|
||||
|
||||
vec4 nmap4 = texelFetch(normalMap, itc, i);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.xyz;
|
||||
|
||||
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
|
||||
{
|
||||
gl_FragColor = vec4(0.0); // doesn't matter
|
||||
return;
|
||||
}*/
|
||||
|
||||
float shadow = 1.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
if (dp_directional_light == 0.0)
|
||||
{
|
||||
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
|
||||
shadow = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
||||
shadow = min(shadow, dp_directional_light);
|
||||
|
||||
//lpos.xy /= lpos.w*32.0;
|
||||
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
|
||||
//{
|
||||
// shadow = 0.0;
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
fcol[0] += shadow;
|
||||
fcol[1] += 1.0;
|
||||
|
||||
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
|
||||
}
|
||||
|
||||
gl_FragColor = fcol/samples;
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
|
|||
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,241 @@
|
|||
/**
|
||||
* @file sunLightSSAOF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
//class 2 -- shadows and SSAO
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform float ssao_radius;
|
||||
uniform float ssao_max_radius;
|
||||
uniform float ssao_factor;
|
||||
uniform float ssao_factor_inv;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
varying vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
//calculate decreases in ambient lighting when crowded out (SSAO)
|
||||
float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
|
||||
vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 pos = getPosition(itc, i);
|
||||
|
||||
vec4 nmap4 = texelFetch(normalMap, itc, i);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.xyz;
|
||||
|
||||
float shadow = 1.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
if (dp_directional_light == 0.0)
|
||||
{
|
||||
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
|
||||
shadow = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
||||
shadow = min(shadow, dp_directional_light);
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
|
||||
fcol[0] += shadow;
|
||||
fcol[1] += calcAmbientOcclusion(pos, norm, i);
|
||||
|
||||
spos.xyz = shadow_pos+offset*spot_shadow_offset;
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
|
||||
}
|
||||
|
||||
gl_FragColor = fcol / samples;
|
||||
}
|
||||
|
|
@ -278,11 +278,13 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
|
|||
|
||||
renderSkyHaze(camHeightLocal);
|
||||
|
||||
/*LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
||||
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
||||
glPushMatrix();
|
||||
|
||||
|
||||
glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
|
||||
|
||||
gDeferredStarProgram.bind();
|
||||
// *NOTE: have to bind a texture here since register combiners blending in
|
||||
// renderStars() requires something to be bound and we might as well only
|
||||
// bind the moon's texture once.
|
||||
|
|
@ -292,8 +294,9 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
|
|||
|
||||
renderStars();
|
||||
|
||||
gDeferredStarProgram.unbind();
|
||||
|
||||
glPopMatrix();*/
|
||||
glPopMatrix();
|
||||
|
||||
renderSkyClouds(camHeightLocal);
|
||||
|
||||
|
|
|
|||
|
|
@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool handleFSAASamplesChanged(const LLSD& newvalue)
|
||||
{
|
||||
if (gPipeline.isInit())
|
||||
{
|
||||
gPipeline.releaseGLBuffers();
|
||||
gPipeline.createGLBuffers();
|
||||
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool handleAnisotropicChanged(const LLSD& newvalue)
|
||||
{
|
||||
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
|
||||
|
|
@ -568,7 +583,7 @@ void settings_setup_listeners()
|
|||
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
|
||||
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
|
||||
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
|
|
|
|||
|
|
@ -140,6 +140,7 @@ LLGLSLShader gDeferredPostProgram;
|
|||
LLGLSLShader gDeferredPostNoDoFProgram;
|
||||
LLGLSLShader gDeferredWLSkyProgram;
|
||||
LLGLSLShader gDeferredWLCloudProgram;
|
||||
LLGLSLShader gDeferredStarProgram;
|
||||
LLGLSLShader gLuminanceGatherProgram;
|
||||
|
||||
|
||||
|
|
@ -193,6 +194,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredWLSkyProgram);
|
||||
mShaderList.push_back(&gDeferredWLCloudProgram);
|
||||
mShaderList.push_back(&gDeferredStarProgram);
|
||||
}
|
||||
|
||||
LLViewerShaderMgr::~LLViewerShaderMgr()
|
||||
|
|
@ -350,6 +352,9 @@ void LLViewerShaderMgr::setShaders()
|
|||
return;
|
||||
}
|
||||
|
||||
//setup preprocessor definitions
|
||||
LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples"));
|
||||
|
||||
reentrance = true;
|
||||
|
||||
// Make sure the compiled shader map is cleared before we recompile shaders.
|
||||
|
|
@ -836,6 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
|
|||
{
|
||||
BOOL success = TRUE;
|
||||
|
||||
bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample;
|
||||
|
||||
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
|
||||
{
|
||||
gGlowProgram.unload();
|
||||
|
|
@ -861,10 +868,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample)
|
||||
{
|
||||
fragment = "effects/glowExtractMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "effects/glowExtractF.glsl";
|
||||
}
|
||||
|
||||
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
|
||||
gGlowExtractProgram.mShaderFiles.clear();
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
|
||||
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
|
||||
if (!success)
|
||||
|
|
@ -957,6 +975,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWaterProgram.unload();
|
||||
gDeferredWLSkyProgram.unload();
|
||||
gDeferredWLCloudProgram.unload();
|
||||
gDeferredStarProgram.unload();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
|
@ -1046,40 +1065,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/pointLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/pointLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredLightProgram.mName = "Deferred Light Shader";
|
||||
gDeferredLightProgram.mShaderFiles.clear();
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/multiPointLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiPointLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
|
||||
gDeferredMultiLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/spotLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiSpotLightF.glsl";
|
||||
}
|
||||
|
||||
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(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/multiSpotLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiSpotLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
|
@ -1343,6 +1405,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredStarProgram.mName = "Deferred Star Program";
|
||||
gDeferredStarProgram.mShaderFiles.clear();
|
||||
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
|
||||
}
|
||||
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
|
||||
{
|
||||
if (success)
|
||||
|
|
|
|||
|
|
@ -376,7 +376,7 @@ extern LLGLSLShader gDeferredFullbrightProgram;
|
|||
extern LLGLSLShader gDeferredAvatarAlphaProgram;
|
||||
extern LLGLSLShader gDeferredWLSkyProgram;
|
||||
extern LLGLSLShader gDeferredWLCloudProgram;
|
||||
|
||||
extern LLGLSLShader gDeferredStarProgram;
|
||||
extern LLGLSLShader gLuminanceGatherProgram;
|
||||
|
||||
//current avatar shader parameter pointer
|
||||
|
|
|
|||
|
|
@ -589,8 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
mScreenWidth = resX;
|
||||
mScreenHeight = resY;
|
||||
|
||||
//never use more than 4 samples for render targets
|
||||
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
|
||||
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16);
|
||||
|
||||
if (gGLManager.mIsATI)
|
||||
{ //disable multisampling of render targets where ATI is involved
|
||||
samples = 0;
|
||||
|
|
@ -6170,11 +6170,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
|
||||
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
|
||||
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(0)->disable();
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
|
||||
gGL.getTexUnit(0)->bind(&mScreen);
|
||||
|
||||
mScreen.bindTexture(0, 0);
|
||||
|
||||
gGL.color4f(1,1,1,1);
|
||||
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
|
||||
gGL.begin(LLRender::TRIANGLE_STRIP);
|
||||
|
|
@ -6189,7 +6186,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
|
||||
gGL.end();
|
||||
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(0)->unbind(mScreen.getUsage());
|
||||
|
||||
mGlow[2].flush();
|
||||
}
|
||||
|
|
@ -6217,7 +6214,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
|
||||
for (S32 i = 0; i < kernel; i++)
|
||||
{
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
{
|
||||
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
|
||||
mGlow[i%2].bindTarget();
|
||||
|
|
|
|||
Loading…
Reference in New Issue