Add missing new shader files.
parent
a8c2bc25dd
commit
bdf4442e21
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@ -638,7 +638,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
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if (file)
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{
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LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
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LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
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break; // done
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}
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}
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@ -0,0 +1,287 @@
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/**
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* @file shadowUtil.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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uniform sampler2DRect normalMap;
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uniform sampler2DRect depthMap;
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uniform sampler2D noiseMap;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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uniform float ssao_radius;
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uniform float ssao_max_radius;
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uniform float ssao_factor;
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uniform float ssao_factor_inv;
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uniform vec3 sun_dir;
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uniform vec2 shadow_res;
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uniform vec2 proj_shadow_res;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform float shadow_bias;
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uniform float spot_shadow_bias;
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uniform float spot_shadow_offset;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec3 decode_normal(vec2 enc);
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vec2 getScreenCoordinate(vec2 screenpos)
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{
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vec2 sc = screenpos.xy * 2.0;
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if (screen_res.x > 0 && screen_res.y > 0)
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{
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sc /= screen_res;
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}
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return sc - vec2(1.0, 1.0);
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}
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vec3 getNorm(vec2 screenpos)
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{
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vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
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return decode_normal(enc_norm);
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}
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float getDepth(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen).r;
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return depth;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = getDepth(pos_screen);
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vec2 sc = getScreenCoordinate(pos_screen);
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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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vec4 getPositionWithDepth(vec2 pos_screen, float depth)
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{
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vec2 sc = getScreenCoordinate(pos_screen);
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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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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias * bias_scale;
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stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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}
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float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += spot_shadow_bias * bias_scale;
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stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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vec2 off = 1.0/proj_shadow_res;
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off.y *= 1.5;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
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return shadow*0.2;
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}
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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{
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float dp_directional_light = max(0.0, dot(sun_dir.xyz, norm));
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vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
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vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
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float shadow = 0.0f;
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vec4 spos = vec4(shadow_pos,1.0);
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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if (spos.z < near_split.z)
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{
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lpos = shadow_matrix[3]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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if (spos.z < near_split.y && spos.z > far_split.z)
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{
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lpos = shadow_matrix[2]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w;
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weight += w;
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}
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if (spos.z < near_split.x && spos.z > far_split.y)
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{
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lpos = shadow_matrix[1]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w;
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weight += w;
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}
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if (spos.z > far_split.x)
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{
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lpos = shadow_matrix[0]*spos;
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
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weight += w;
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}
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shadow /= weight;
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}
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return shadow;
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}
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float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
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{
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float shadow = 0.0f;
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pos += norm * spot_shadow_offset;
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vec4 spos = vec4(pos,1.0);
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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{
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lpos = shadow_matrix[4 + index]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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shadow /= weight;
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}
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return shadow;
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}
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vec2 getKern(int i)
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{
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vec2 kern[8];
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// exponentially (^2) distant occlusion samples spread around origin
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kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
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kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
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kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
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kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
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kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
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kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
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kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
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kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
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return kern[i];
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}
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//calculate decreases in ambient lighting when crowded out (SSAO)
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float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
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{
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float ret = 1.0;
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vec3 pos_world = pos.xyz;
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vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy;
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float angle_hidden = 0.0;
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float points = 0;
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float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
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// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
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for (int i = 0; i < 8; i++)
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{
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vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
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vec3 samppos_world = getPosition(samppos_screen).xyz;
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vec3 diff = pos_world - samppos_world;
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float dist2 = dot(diff, diff);
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// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
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// --> solid angle shrinking by the square of distance
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//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
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//(k should vary inversely with # of samples, but this is taken care of later)
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float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
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angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
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// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
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float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
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points = points + diffz_val;
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}
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angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
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float points_val = (points > 0.0) ? 1.0 : 0.0;
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ret = (1.0 - (points_val * angle_hidden));
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ret = max(ret, 0.0);
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return min(ret, 1.0);
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}
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@ -0,0 +1,30 @@
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/**
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* @file class1/deferred/indirect.glsl
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*
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* $LicenseInfo:firstyear=2018&license=viewerlgpl$
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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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vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)
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{
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return ambient;
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}
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@ -0,0 +1,32 @@
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/**
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* @file class2/deferred/indirect.glsl
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*
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* $LicenseInfo:firstyear=2018&license=viewerlgpl$
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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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float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
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vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen)
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{
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return ambient * calcAmbientOcclusion(pos, norm, pos_screen);
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}
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@ -0,0 +1,54 @@
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/**
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* @file gammaF.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
|
||||
* 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.
|
||||
*
|
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* 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.
|
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*
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* You should have received a copy of the GNU Lesser General Public
|
||||
* 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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uniform vec4 gamma;
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uniform int no_atmo;
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vec3 scaleSoftClipFrag(vec3 light) {
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if (no_atmo == 1)
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{
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return light;
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}
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light) {
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return scaleSoftClipFrag(light);
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}
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vec3 fullbrightScaleSoftClipFrag(vec3 light)
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{
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return scaleSoftClipFrag(light.rgb);
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}
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vec3 fullbrightScaleSoftClip(vec3 light) {
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return fullbrightScaleSoftClipFrag(light.rgb);
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}
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