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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-22 16:10:34 +0000 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-22 16:10:34 +0000 |
commit | eb3206fb93187efdef3dce389862ed31be516963 (patch) | |
tree | 48d34a99b106b8cd9d7d250a71e6dc4e535abc11 | |
parent | fc3ae43f70d68865de6b8e2f353b867ddbb8371a (diff) |
screen-space reflections mk4. generally subtle. very cheap.
3 files changed, 119 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 9cf60aad48..7d57eaa13d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,9 +56,8 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -252,7 +257,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -272,11 +278,36 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol_ambocc.r*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + // first figure out where we'll make our 2D guess from + vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = max(dot(refn, vary_light.xyz), 0.0); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 589a292751..c5530c5f59 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -55,9 +55,8 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -68,6 +67,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -251,7 +256,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -271,11 +277,37 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol_ambocc.r*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + // first figure out where we'll make our 2D guess from + vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + float refshad = texture2DRect(lightMap, ref2d).r; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = min(max(dot(refn, vary_light.xyz), 0.0), refshad); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 96a083b522..265fb437ec 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,9 +56,8 @@ vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; uniform float gi_ambiance; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -252,7 +257,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -274,11 +280,37 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + // first figure out where we'll make our 2D guess from + vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + float refshad = texture2DRect(lightMap, ref2d).r; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = min(max(dot(refn, vary_light.xyz), 0.0), refshad); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); |