307 lines
7.9 KiB
GLSL
307 lines
7.9 KiB
GLSL
/**
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* @file alphaF.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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//class2/deferred/alphaF.glsl
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/*[EXTRA_CODE_HERE]*/
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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out vec4 frag_color;
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uniform mat3 env_mat;
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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#ifdef USE_DIFFUSE_TEX
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uniform sampler2D diffuseMap;
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#endif
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in vec3 vary_fragcoord;
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in vec3 vary_position;
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in vec2 vary_texcoord0;
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in vec3 vary_norm;
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#ifdef USE_VERTEX_COLOR
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in vec4 vertex_color; //vertex color should be treated as sRGB
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#endif
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha;
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#endif
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uniform mat4 proj_mat;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform int sun_up_factor;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec4 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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void waterClip(vec3 pos);
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#ifdef WATER_FOG
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vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
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#endif
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vec3 srgb_to_linear(vec3 c);
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vec3 linear_to_srgb(vec3 c);
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vec3 legacy_adjust(vec3 c);
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vec2 encode_normal (vec3 n);
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vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
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void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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#ifdef HAS_SUN_SHADOW
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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#endif
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float getAmbientClamp();
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void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
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{
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// SL-14895 inverted attenuation work-around
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// This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
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// that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
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// to recover the `adjusted_radius` value previously being sent as la.
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float falloff_factor = (12.0 * fa) - 9.0;
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float inverted_la = falloff_factor / la;
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// Yes, it makes me want to cry as well. DJH
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vec3 col = vec3(0);
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float dist = length(lv);
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float da = 1.0;
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/*if (dist > inverted_la)
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{
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return col;
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}
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clip to projector bounds
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vec4 proj_tc = proj_mat * lp;
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if (proj_tc.z < 0
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|| proj_tc.z > 1
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|| proj_tc.x < 0
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|| proj_tc.x > 1
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|| proj_tc.y < 0
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|| proj_tc.y > 1)
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{
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return col;
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}*/
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if (dist > 0.0 && inverted_la > 0.0)
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{
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dist /= inverted_la;
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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if (dist_atten <= 0.0)
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{
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return col;
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}
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= dot(n, lv);
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da = max(0.0, da);
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float lit = 0.0f;
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float amb_da = 0.0;//ambiance;
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if (da > 0)
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{
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lit = max(da * dist_atten,0.0);
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col = lit * light_col * diffuse;
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amb_da += (da*0.5+0.5) * ambiance;
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}
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amb_da += (da*da*0.5 + 0.5) * ambiance;
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amb_da *= dist_atten;
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amb_da = min(amb_da, 1.0f - lit);
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// SL-10969 ... need to work out why this blows out in many setups...
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//col.rgb += amb_da * light_col * diffuse;
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// no spec for alpha shader...
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}
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col = max(col, vec3(0));
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return col;
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}
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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vec4 pos = vec4(vary_position, 1.0);
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#ifndef IS_AVATAR_SKIN
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// clip against water plane unless this is a legacy avatar skin
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waterClip(pos.xyz);
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#endif
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vec3 norm = vary_norm;
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float shadow = 1.0f;
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#ifdef HAS_SUN_SHADOW
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shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
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#endif
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#ifdef USE_DIFFUSE_TEX
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vec4 diffuse_tap = texture(diffuseMap,vary_texcoord0.xy);
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#endif
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#ifdef USE_INDEXED_TEX
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vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
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#endif
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vec4 diffuse_srgb = diffuse_tap;
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#ifdef FOR_IMPOSTOR
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vec4 color;
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color.rgb = diffuse_srgb.rgb;
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color.a = 1.0;
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float final_alpha = diffuse_srgb.a * vertex_color.a;
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diffuse_srgb.rgb *= vertex_color.rgb;
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// Insure we don't pollute depth with invis pixels in impostor rendering
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//
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if (final_alpha < minimum_alpha)
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{
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discard;
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}
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color.rgb = diffuse_srgb.rgb;
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color.a = final_alpha;
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#else // FOR_IMPOSTOR
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vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector
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float final_alpha = diffuse_linear.a;
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#ifdef USE_VERTEX_COLOR
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final_alpha *= vertex_color.a;
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if (final_alpha < minimum_alpha)
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{ // TODO: figure out how to get invisible faces out of
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// render batches without breaking glow
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discard;
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}
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diffuse_srgb.rgb *= vertex_color.rgb;
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diffuse_srgb.rgb = legacy_adjust(diffuse_srgb.rgb);
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diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
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#endif // USE_VERTEX_COLOR
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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vec3 amblit_linear = amblit;
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vec3 irradiance;
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vec3 glossenv;
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vec3 legacyenv;
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sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear);
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float da = dot(norm.xyz, light_dir.xyz);
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da = clamp(da, -1.0, 1.0);
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float final_da = da;
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final_da = clamp(final_da, 0.0f, 1.0f);
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vec4 color = vec4(0.0);
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color.a = final_alpha;
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vec3 sun_contrib = min(final_da, shadow) * sunlit_linear;
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color.rgb = irradiance;
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color.rgb += sun_contrib;
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color.rgb *= diffuse_linear.rgb;
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color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
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#ifdef WATER_FOG
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color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
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#endif // WATER_FOG
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vec4 light = vec4(0,0,0,0);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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LIGHT_LOOP(3)
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LIGHT_LOOP(4)
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LIGHT_LOOP(5)
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LIGHT_LOOP(6)
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LIGHT_LOOP(7)
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// sum local light contrib in linear colorspace
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#if !defined(LOCAL_LIGHT_KILL)
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color.rgb += light.rgb;
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#endif // !defined(LOCAL_LIGHT_KILL)
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#endif // #else // FOR_IMPOSTOR
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#ifdef IS_HUD
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color.rgb = linear_to_srgb(color.rgb);
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#endif
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frag_color = max(color, vec4(0));
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}
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