191 lines
4.4 KiB
GLSL
191 lines
4.4 KiB
GLSL
/**
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* @file giF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2DRect lightMap;
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uniform sampler2DRect specularRect;
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uniform sampler2D noiseMap;
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uniform sampler2D diffuseGIMap;
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uniform sampler2D specularGIMap;
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uniform sampler2D normalGIMap;
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uniform sampler2D depthGIMap;
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uniform sampler2D lightFunc;
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// Inputs
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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uniform vec4 sunlight_color;
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uniform mat4 inv_proj;
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uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
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uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
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uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
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uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
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uniform float gi_sample_width;
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uniform float gi_noise;
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uniform float gi_attenuation;
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uniform float gi_range;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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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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vec4 getGIPosition(vec2 gi_tc)
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{
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float depth = texture2D(depthGIMap, gi_tc).a;
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vec2 sc = gi_tc*2.0;
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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 = gi_inv_proj*ndc;
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pos.xyz /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec3 giAmbient(vec3 pos, vec3 norm)
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{
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vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
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gi_c.xyz /= gi_c.w;
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vec4 gi_pos = gi_mat*vec4(pos,1.0);
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vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
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gi_norm = normalize(gi_norm);
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vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
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vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
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gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
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vec2 tcx = gi_norm.xy;
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vec2 tcy = gi_norm.yx;
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vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
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vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
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vec3 eye_ref = reflect(eye_dir, gi_norm);
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float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
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vec3 fdiff = vec3(da);
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float fda = da;
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vec3 rcol = vec3(0,0,0);
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float fsa = 0.0;
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for (int i = -1; i <= 1; i += 2 )
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{
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for (int j = -1; j <= 1; j+= 2)
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{
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vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
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tc += nz.xy*2.0;
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tc *= gi_sample_width*0.25;
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tc += gi_c.xy;
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vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
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vec3 lpos = getGIPosition(tc.xy).xyz;
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vec3 at = lpos-gi_pos.xyz;
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float dist = length(at);
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float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
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if (dist_atten > 0.01)
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{ //possible contribution of indirect light to this surface
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vec3 ldir = at;
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float ld = -dot(ldir, lnorm);
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if (ld < 0.0)
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{
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float ang_atten = dot(ldir, gi_norm);
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if (ang_atten > 0.0)
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{
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vec4 spec = texture2D(specularGIMap, tc.xy);
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at = normalize(at);
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vec3 diff;
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float da = 0.0;
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//contribution from indirect source to visible pixel
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vec3 ha = at;
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ha.z -= 1.0;
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ha = normalize(ha);
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if (spec.a > 0.0)
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{
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float sa = dot(ha,lnorm);
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da = texture2D(lightFunc, vec2(sa, spec.a)).a;
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}
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else
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{
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da = -lnorm.z;
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}
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diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
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if (da > 0.0)
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{ //contribution from visible pixel to eye
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vec3 ha = normalize(at-eye_dir);
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if (c_spec.a > 0.0)
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{
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float sa = dot(ha, gi_norm);
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da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
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}
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else
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{
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da = dist_atten*dot(gi_norm, normalize(ldir));
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}
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fda += da;
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fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
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}
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}
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}
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}
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}
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}
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fdiff *= sunlight_color.rgb;
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vec3 ret = fda*fdiff;
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return clamp(ret,vec3(0.0), vec3(1.0));
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}
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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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float rad = gi_range*0.5;
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vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;
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float dist = max(length(pos.xyz)-rad, 0.0);
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float da = clamp(1.0-dist/rad, 0.0, 1.0);
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vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
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gl_FragData[0].xyz = mix(vec3(0), ambient, da);
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}
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