55 lines
1.8 KiB
GLSL
55 lines
1.8 KiB
GLSL
/**
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* @file class2/deferred/sunLightSSAOF.glsl
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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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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_color;
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//class 2 -- shadows and SSAO
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// Inputs
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in vec2 vary_fragcoord;
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vec4 getPosition(vec2 pos_screen);
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vec4 getNorm(vec2 pos_screen);
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float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
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float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
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float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
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void main()
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{
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vec2 pos_screen = vary_fragcoord.xy;
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vec4 pos = getPosition(pos_screen);
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vec4 norm = getNorm(pos_screen);
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vec4 col;
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col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
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col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
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col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
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col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
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frag_color = clamp(col, vec4(0), vec4(1));
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}
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