phoenix-firestorm/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl

135 lines
3.4 KiB
GLSL

/**
* @file pointLightF.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
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
// <FS:Beq> Colour space and shader fixes for BUG-228586 (Rye)
//uniform sampler2DRect normalMap;
//uniform samplerCube environmentMap;
// </FS:Beq>
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
//uniform sampler2DRect depthMap;// <FS:Beq/> Colour space and shader fixes for BUG-228586 (Rye)
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
VARYING vec3 trans_center;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
vec3 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
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;
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
vec3 norm = getNorm(frag.xy);
float da = dot(norm, lv);
if (da < 0.0)
{
discard;
}
lv = normalize(lv);
da = dot(norm, lv);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
float lit = da * dist_atten * noise;
col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
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 += lit*scol*color.rgb*spec.rgb;
}
}
if (dot(col, col) <= 0.0)
{
discard;
}
frag_color.rgb = col;
frag_color.a = 0.0;
}