Add copies of existing lighting shaders for advanced atmo path.

Enable advanced atmo by default.

Disable nSight in settings.xml

Remove MSVC debug pragmas.
master
Graham Linden 2018-09-10 23:21:34 +01:00
parent ef2c61275e
commit 555dfdc6ef
11 changed files with 1465 additions and 10 deletions

View File

@ -8664,7 +8664,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
<integer>0</integer>
</map>
<key>RenderLocalLights</key>
<map>
@ -10165,7 +10165,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
<integer>1</integer>
</map>
<key>RenderUseTriStrips</key>
<map>

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@ -0,0 +1,314 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
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;
uniform vec3 center;
uniform float size;
uniform vec3 color;
uniform float falloff;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
vec4 correctWithGamma(vec4 col)
{
return vec4(srgb_to_linear(col.rgb), col.a);
}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
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);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = correctWithGamma(ret);
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);
ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = 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;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
float sh[2];
sh[0] = shd.b;
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
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)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
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 amb_da = proj_ambiance;
float lit = 0.0;
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
col = dlit*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*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
vec3 npos = -normalize(pos);
dlit *= min(da*6.0, 1.0) * dist_atten;
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += dlit*scol*spec.rgb*shadow;
//col += spec.rgb;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
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 /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@ -55,7 +55,7 @@ void main()
vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
vec3 view_direction = normalize(view_ray);
vec3 sun_direction = normalize(sun_dir);
vec3 sun_direction = normalize(sun_dir);
vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
@ -63,15 +63,20 @@ void main()
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_direction) >= sun_size)
float s = dot(view_direction, sun_direction);
// cheesy solar disc...
if (s >= (sun_size * 0.999))
{
radiance_sun += solar_luminance;
radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance;
}
s = smoothstep(0.9, 1.0, s) * 16.0f;
vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
color = pow(color, vec3(1.0 / 2.2));
frag_data[0] = vec4(color, 1.0);
frag_data[0] = vec4(color, 1.0 + s);
frag_data[1] = vec4(0.0);
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}

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@ -0,0 +1,189 @@
/**
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
//uniform vec4 camPosWorld;
uniform vec4 gamma;
uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform mat4 inv_modelview;
uniform vec2 screen_res;
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = 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;
}
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).r;
return getPosition_d(pos_screen, depth);
}
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
//convert to gamma space
diffuse.rgb = linear_to_srgb(diffuse.rgb);
vec3 col;
float bloom = 0.0;
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
//calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
//col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
//
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
col = mix(col, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol, envintensity);
}
if (norm.w < 0.5)
{
//col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a);
//col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
col = srgb_to_linear(col);
}
frag_color.rgb = col;
frag_color.a = bloom;
}

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@ -0,0 +1,42 @@
/**
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}

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@ -0,0 +1,313 @@
/**
* @file spotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
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;
uniform float size;
uniform vec3 color;
uniform float falloff;
VARYING vec3 trans_center;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec4 correctWithGamma(vec4 col)
{
return vec4(srgb_to_linear(col.rgb), col.a);
}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
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);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = correctWithGamma(ret);
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);
ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = 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;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
float sh[2];
sh[0] = shd.b;
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
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)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff + 1.0;
float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
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 amb_da = proj_ambiance;
float lit = 0.0;
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
col = dlit*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*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += dlit*scol*spec.rgb*shadow;
//col += spec.rgb;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
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 /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
frag_color.rgb = col;
frag_color.a = 0.0;
}

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/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
//class 2, shadows, no SSAO
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow 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;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
uniform vec2 shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec3 decode_normal (vec2 enc);
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = 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(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
return;
}*/
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.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;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
vec4 transition_domain = near_split-far_split;
float weight = 0.0;
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
shadow /= weight;
// 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;
}
frag_color[0] = shadow;
frag_color[1] = 1.0;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
}

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/**
* @file sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
//class 2 -- shadows and SSAO
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow 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;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
uniform vec2 shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec3 decode_normal (vec2 enc);
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = 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;
}
vec2 getKern(int i)
{
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;
return kern[i];
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
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;
float 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++)
{
vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).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)
float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
points = points + diffz_val;
}
angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
float points_val = (points > 0.0) ? 1.0 : 0.0;
ret = (1.0 - (points_val * angle_hidden));
ret = max(ret, 0.0);
return min(ret, 1.0);
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
return shadow*0.2;
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
frag_color = vec4(0.0); // doesn't matter
return;
}*/
float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz;
vec3 offset = sun_dir.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;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
vec4 transition_domain = near_split-far_split;
float weight = 0.0;
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
shadow /= weight;
// 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;
}
frag_color[0] = shadow;
frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
//frag_color.rgb = pos.xyz;
//frag_color.b = shadow;
}

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/**
* @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}

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@ -62,8 +62,6 @@
#include "llenvironment.h"
#include "lltrans.h"
#pragma optimize("", off)
extern LLControlGroup gSavedSettings;
//=========================================================================

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@ -55,8 +55,6 @@
#include "llsettingsvo.h"
#include "llinventorymodel.h"
#pragma optimize("", off)
extern LLControlGroup gSavedSettings;
namespace