294 lines
7.0 KiB
GLSL
294 lines
7.0 KiB
GLSL
/**
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* @file spotLightF.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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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2DRect lightMap;
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uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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uniform vec3 proj_p; //plane projection is emitting from (in screen space)
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uniform vec3 proj_n;
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uniform float proj_focus; //distance from plane to begin blurring
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uniform float proj_lod; //(number of mips in proj map)
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uniform float proj_range; //range between near clip and far clip plane of projection
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uniform float proj_ambient_lod;
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uniform float proj_ambiance;
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uniform float near_clip;
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uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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uniform float size;
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uniform vec3 color;
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uniform float falloff;
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VARYING vec3 trans_center;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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vec3 getNorm(vec2 pos_screen);
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vec3 srgb_to_linear(vec3 c);
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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d *= min(1, d * (proj_lod - lod));
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
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return ret;
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}
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vec4 getPosition(vec2 pos_screen);
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void main()
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{
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vec3 col = vec3(0,0,0);
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#if defined(LOCAL_LIGHT_KILL)
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discard;
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#else
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vec4 frag = vary_fragcoord;
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frag.xyz /= frag.w;
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frag.xyz = frag.xyz*0.5+0.5;
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = trans_center.xyz-pos.xyz;
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float dist = length(lv);
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if (dist >= size)
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{
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discard;
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}
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dist /= size;
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float shadow = 1.0;
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if (proj_shadow_idx >= 0)
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{
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vec4 shd = texture2DRect(lightMap, frag.xy);
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shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
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shadow += shadow_fade;
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shadow = clamp(shadow, 0.0, 1.0);
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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float envIntensity = norm.z;
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norm = getNorm(frag.xy);
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norm = normalize(norm);
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float l_dist = -dot(lv, proj_n);
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vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
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if (proj_tc.z < 0.0)
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{
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discard;
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}
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proj_tc.xyz /= proj_tc.w;
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float fa = falloff+1.0;
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float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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if (dist_atten <= 0.0)
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{
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discard;
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}
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lv = proj_origin-pos.xyz;
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lv = normalize(lv);
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float da = dot(norm, lv);
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vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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vec3 dlit = vec3(0, 0, 0);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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proj_tc.y < 1.0 &&
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proj_tc.x > 0.0 &&
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proj_tc.y > 0.0)
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{
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float amb_da = proj_ambiance;
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float lit = 0.0;
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if (da > 0.0)
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{
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lit = da * dist_atten * noise;
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float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
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dlit = color.rgb * plcol.rgb * plcol.a;
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col = dlit*lit*diff_tex*shadow;
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amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
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}
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//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
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amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
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amb_da *= dist_atten * noise;
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amb_da = min(amb_da, 1.0-lit);
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col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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if (spec.a > 0.0)
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{
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dlit *= min(da*6.0, 1.0) * dist_atten;
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vec3 npos = -normalize(pos);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 speccol = dlit*scol*spec.rgb*shadow;
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speccol = clamp(speccol, vec3(0), vec3(1));
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col += speccol;
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}
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}
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if (envIntensity > 0.0)
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{
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vec3 ref = reflect(normalize(pos), norm);
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//project from point pos in direction ref to plane proj_p, proj_n
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vec3 pdelta = proj_p-pos;
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float ds = dot(ref, proj_n);
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if (ds < 0.0)
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{
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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if (stc.z > 0.0)
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{
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stc /= stc.w;
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if (stc.x < 1.0 &&
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stc.y < 1.0 &&
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
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}
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}
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}
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}
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#endif
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//not sure why, but this line prevents MATBUG-194
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col = max(col, vec3(0.0));
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//output linear colors as gamma correction happens down stream
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frag_color.rgb = col;
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frag_color.a = 0.0;
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}
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