Add copies of existing lighting shaders for advanced atmo path.
Enable advanced atmo by default. Disable nSight in settings.xml Remove MSVC debug pragmas.meow-7.2.2
parent
ef2c61275e
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555dfdc6ef
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@ -8664,7 +8664,7 @@
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<key>Type</key>
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<key>Type</key>
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<string>Boolean</string>
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<string>Boolean</string>
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<key>Value</key>
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<key>Value</key>
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<integer>1</integer>
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<integer>0</integer>
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</map>
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</map>
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<key>RenderLocalLights</key>
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<key>RenderLocalLights</key>
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<map>
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<map>
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@ -10165,7 +10165,7 @@
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<key>Type</key>
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<key>Type</key>
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<string>Boolean</string>
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<string>Boolean</string>
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<key>Value</key>
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<key>Value</key>
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<integer>0</integer>
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<integer>1</integer>
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</map>
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</map>
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<key>RenderUseTriStrips</key>
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<key>RenderUseTriStrips</key>
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<map>
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<map>
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@ -0,0 +1,314 @@
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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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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2DRect lightMap;
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uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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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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uniform vec3 center;
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uniform float size;
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uniform vec3 color;
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uniform float falloff;
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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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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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vec3 decode_normal (vec2 enc);
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vec4 correctWithGamma(vec4 col)
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{
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return vec4(srgb_to_linear(col.rgb), col.a);
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}
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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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ret.rgb = srgb_to_linear(ret.rgb);
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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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d *= min(1, d * (proj_lod - lod));
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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 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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ret = correctWithGamma(ret);
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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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ret = correctWithGamma(ret);
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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(vec2 pos_screen)
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{
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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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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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vec4 frag = vary_fragcoord;
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frag.xyz /= frag.w;
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frag.xyz = frag.xyz*0.5+0.5;
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = center.xyz-pos.xyz;
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float dist = length(lv);
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dist /= size;
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if (dist > 1.0)
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{
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discard;
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}
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float shadow = 1.0;
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if (proj_shadow_idx >= 0)
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{
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vec4 shd = texture2DRect(lightMap, frag.xy);
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float sh[2];
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sh[0] = shd.b;
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sh[1] = shd.a;
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shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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float envIntensity = norm.z;
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norm = decode_normal(norm.xy);
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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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discard;
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}
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proj_tc.xyz /= proj_tc.w;
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float fa = falloff+1.0;
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float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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if (dist_atten <= 0.0)
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{
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discard;
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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 = texture2DRect(diffuseRect, frag.xy).rgb;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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vec3 dlit = vec3(0, 0, 0);
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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 amb_da = proj_ambiance;
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float lit = 0.0;
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if (da > 0.0)
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{
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lit = da * dist_atten * noise;
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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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dlit = color.rgb * plcol.rgb * plcol.a;
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col = dlit*lit*diff_tex*shadow;
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amb_da += (da*0.5)*(1.0-shadow)*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*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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if (spec.a > 0.0)
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{
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vec3 npos = -normalize(pos);
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dlit *= min(da*6.0, 1.0) * dist_atten;
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += dlit*scol*spec.rgb*shadow;
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//col += spec.rgb;
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}
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}
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if (envIntensity > 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 /= stc.w;
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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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col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
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}
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}
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}
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}
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//not sure why, but this line prevents MATBUG-194
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col = max(col, vec3(0.0));
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frag_color.rgb = col;
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frag_color.a = 0.0;
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}
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@ -55,7 +55,7 @@ void main()
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vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
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vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
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vec3 view_direction = normalize(view_ray);
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vec3 view_direction = normalize(view_ray);
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vec3 sun_direction = normalize(sun_dir);
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vec3 sun_direction = normalize(sun_dir);
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vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
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vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
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vec3 transmittance;
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vec3 transmittance;
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@ -63,15 +63,20 @@ void main()
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vec3 solar_luminance = transmittance * GetSolarLuminance();
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vec3 solar_luminance = transmittance * GetSolarLuminance();
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// If the view ray intersects the Sun, add the Sun radiance.
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// If the view ray intersects the Sun, add the Sun radiance.
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if (dot(view_direction, sun_direction) >= sun_size)
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float s = dot(view_direction, sun_direction);
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// cheesy solar disc...
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if (s >= (sun_size * 0.999))
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{
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{
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radiance_sun += solar_luminance;
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radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance;
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}
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}
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s = smoothstep(0.9, 1.0, s) * 16.0f;
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vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
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vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
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color = pow(color, vec3(1.0 / 2.2));
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color = pow(color, vec3(1.0 / 2.2));
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frag_data[0] = vec4(color, 1.0);
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frag_data[0] = vec4(color, 1.0 + s);
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frag_data[1] = vec4(0.0);
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frag_data[1] = vec4(0.0);
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frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
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frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
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}
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}
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@ -0,0 +1,189 @@
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/**
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* @file softenLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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||||||
|
* 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;
|
||||||
|
}
|
||||||
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,247 @@
|
||||||
|
/**
|
||||||
|
* @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;
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,308 @@
|
||||||
|
/**
|
||||||
|
* @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;
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,41 @@
|
||||||
|
/**
|
||||||
|
* @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;
|
||||||
|
}
|
||||||
|
|
@ -62,8 +62,6 @@
|
||||||
#include "llenvironment.h"
|
#include "llenvironment.h"
|
||||||
#include "lltrans.h"
|
#include "lltrans.h"
|
||||||
|
|
||||||
#pragma optimize("", off)
|
|
||||||
|
|
||||||
extern LLControlGroup gSavedSettings;
|
extern LLControlGroup gSavedSettings;
|
||||||
|
|
||||||
//=========================================================================
|
//=========================================================================
|
||||||
|
|
|
||||||
|
|
@ -55,8 +55,6 @@
|
||||||
#include "llsettingsvo.h"
|
#include "llsettingsvo.h"
|
||||||
#include "llinventorymodel.h"
|
#include "llinventorymodel.h"
|
||||||
|
|
||||||
#pragma optimize("", off)
|
|
||||||
|
|
||||||
extern LLControlGroup gSavedSettings;
|
extern LLControlGroup gSavedSettings;
|
||||||
|
|
||||||
namespace
|
namespace
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue