diff options
| author | Graham Linden <graham@lindenlab.com> | 2018-11-09 22:55:41 +0000 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2018-11-09 22:55:41 +0000 | 
| commit | bdf4442e216273bb32eeb607857efdad2336ee81 (patch) | |
| tree | ff8e6946bf6aff2539fd67361ca5613d63e1c816 | |
| parent | a8c2bc25dd8daeebbcd1c0727a33df904dc42f76 (diff) | |
Add missing new shader files.
5 files changed, 404 insertions, 1 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index e128979a76..ae91567334 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -638,7 +638,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		file = LLFile::fopen(open_file_name, "r");		/* Flawfinder: ignore */  		if (file)  		{ -			LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;             +			LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;              			break; // done  		}  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl new file mode 100644 index 0000000000..b810bb4fd1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -0,0 +1,287 @@ +/**  + * @file shadowUtil.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 + * $/LicenseInfo$ + */ + +uniform sampler2DRect   normalMap; +uniform sampler2DRect   depthMap; +uniform sampler2D       noiseMap; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; + +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +uniform vec3 sun_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec3 decode_normal(vec2 enc); + +vec2 getScreenCoordinate(vec2 screenpos) +{ +	vec2 sc = screenpos.xy * 2.0; +    if (screen_res.x > 0 && screen_res.y > 0) +    { +       sc /= screen_res; +    } +    return sc - vec2(1.0, 1.0); +} + +vec3 getNorm(vec2 screenpos) +{ +   vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; +   return decode_normal(enc_norm); +} + +float getDepth(vec2 pos_screen) +{ +    float depth = texture2DRect(depthMap, pos_screen).r; +	return depth; +} + +vec4 getPosition(vec2 pos_screen) +{ +    float depth = getDepth(pos_screen); +	vec2 sc = getScreenCoordinate(pos_screen); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec4 getPositionWithDepth(vec2 pos_screen, float depth) +{ +	vec2 sc = getScreenCoordinate(pos_screen); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias * bias_scale; +		 +	stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    return shadow*0.2; +} + +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ +	stc.xyz /= stc.w; +	stc.z += spot_shadow_bias * bias_scale; +	stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap + +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; + +	vec2 off = 1.0/proj_shadow_res; +	off.y *= 1.5; +	 +	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; +	shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; +    return shadow*0.2; +} + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ +	float dp_directional_light = max(0.0, dot(sun_dir.xyz, norm)); +	vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); +	vec3 shadow_pos = pos.xyz + (offset * shadow_bias); + +    float shadow = 0.0f; +	vec4 spos = vec4(shadow_pos,1.0); +	if (spos.z > -shadow_clip.w) +	{	 +		vec4 lpos; +		vec4 near_split = shadow_clip*-0.75; +		vec4 far_split = shadow_clip*-1.25; +		vec4 transition_domain = near_split-far_split; +		float weight = 0.0; + +		if (spos.z < near_split.z) +		{ +			lpos = shadow_matrix[3]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w; +			weight += w; +			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +		} + +		if (spos.z < near_split.y && spos.z > far_split.z) +		{ +			lpos = shadow_matrix[2]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; +			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w; +			weight += w; +		} + +		if (spos.z < near_split.x && spos.z > far_split.y) +		{ +			lpos = shadow_matrix[1]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; +			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; +			shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w; +			weight += w; +		} + +		if (spos.z > far_split.x) +		{ +			lpos = shadow_matrix[0]*spos; +							 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; +			weight += w; +		} + +		shadow /= weight; +	} +    return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ +    float shadow = 0.0f; +    pos += norm * spot_shadow_offset; + +	vec4 spos = vec4(pos,1.0); +	if (spos.z > -shadow_clip.w) +	{	 +		vec4 lpos; +		 +		vec4 near_split = shadow_clip*-0.75; +		vec4 far_split = shadow_clip*-1.25; +		vec4 transition_domain = near_split-far_split; +		float weight = 0.0; + +        { +			lpos = shadow_matrix[4 + index]*spos; +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +		 +			shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w; +			weight += w; +			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +		} + +		shadow /= weight; +	} +    return shadow; +} + +vec2 getKern(int i) +{ +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; +        +	return kern[i]; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) +{ +	float ret = 1.0; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; +		 +	float angle_hidden = 0.0; +	float points = 0; +		 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +	 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +		 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +			 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +		 +		float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; +		angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); +			 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; +		points = points + diffz_val; +	} +		 +	angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); +	 +	float points_val = (points > 0.0) ? 1.0 : 0.0; +	ret = (1.0 - (points_val * angle_hidden)); + +	ret = max(ret, 0.0); +	return min(ret, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl new file mode 100644 index 0000000000..49bfa660f8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl @@ -0,0 +1,30 @@ +/**  + * @file class1/deferred/indirect.glsl + * + * $LicenseInfo:firstyear=2018&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen) +{ +    return ambient; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl new file mode 100644 index 0000000000..67b98e0fb1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl @@ -0,0 +1,32 @@ +/**  + * @file class2/deferred/indirect.glsl + * + * $LicenseInfo:firstyear=2018&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); + +vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen) +{ +    return ambient * calcAmbientOcclusion(pos, norm, pos_screen); +} + diff --git a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl new file mode 100644 index 0000000000..709d9cbc0a --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl @@ -0,0 +1,54 @@ +/**  + * @file gammaF.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 + * $/LicenseInfo$ + */ +  + + +uniform vec4 gamma; +uniform int no_atmo; + +vec3 scaleSoftClipFrag(vec3 light) { +    if (no_atmo == 1) +    { +        return light; +    } +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); +	return light; +} + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { +	return scaleSoftClipFrag(light); +} + +vec3 fullbrightScaleSoftClipFrag(vec3 light) +{ +	return scaleSoftClipFrag(light.rgb); +} + +vec3 fullbrightScaleSoftClip(vec3 light) { +	return fullbrightScaleSoftClipFrag(light.rgb); +} + | 
