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authorGraham Linden <graham@lindenlab.com>2018-12-06 10:59:11 -0800
committerGraham Linden <graham@lindenlab.com>2018-12-06 10:59:11 -0800
commit7e9033821a96a9d6e80b58fafb4c7da63807b9d4 (patch)
treed1c267539a601f2b000e1ad9f6f252ad3c5fe77c /indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
parent26c1430a04de585c1823569b60dc99abc798231b (diff)
De-duplicate deferred gbuffer access for getPosition/getNorm.
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl319
1 files changed, 160 insertions, 159 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 5e3c767460..33e61f2062 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -94,46 +94,46 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
-
- vec3 col = vec3(0);
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = d/la;
- 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;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten,0.0);
-
- col = light_col * lit * diffuse;
-
- // no spec for alpha shader...
- }
-
- return max(col, vec3(0.0,0.0,0.0));
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ 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;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten,0.0);
+
+ col = light_col * lit * diffuse;
+
+ // no spec for alpha shader...
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
}
#if HAS_SHADOW
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
@@ -152,174 +152,175 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
}
#endif
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);
void main()
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
- vec3 norm = vary_norm;
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+ vec3 norm = vary_norm;
- float shadow = 1.0;
+ float shadow = 1.0;
#if HAS_SHADOW
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- shadow = 0.0;
-
- 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)*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)*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)*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)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ shadow = 0.0;
+
+ 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 += pcfShadowLegacy(shadowMap3, lpos)*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 += pcfShadowLegacy(shadowMap2, lpos)*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 += pcfShadowLegacy(shadowMap1, lpos)*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 += pcfShadowLegacy(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
#endif
#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef FOR_IMPOSTOR
- vec4 color;
- color.rgb = diff.rgb;
- color.a = 1.0;
+ vec4 color;
+ color.rgb = diff.rgb;
+ color.a = 1.0;
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
-
- // Insure we don't pollute depth with invis pixels in impostor rendering
- //
- if (final_alpha < 0.01)
- {
- discard;
- }
+
+ // Insure we don't pollute depth with invis pixels in impostor rendering
+ //
+ if (final_alpha < 0.01)
+ {
+ discard;
+ }
#else
-
+
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
- float sun_da = dot(norm.xyz, sun_dir.xyz);
- float moon_da = dot(norm.xyz, moon_dir.xyz);
+ float sun_da = dot(norm.xyz, sun_dir.xyz);
+ float moon_da = dot(norm.xyz, moon_dir.xyz);
float final_da = max(sun_da, moon_da);
final_da = min(final_da, shadow);
final_da = clamp(final_da, 0.0f, 1.0f);
- final_da = pow(final_da, display_gamma);
+ final_da = pow(final_da, display_gamma);
- vec4 color = vec4(0,0,0,0);
+ vec4 color = vec4(0,0,0,0);
- color.rgb = atmosFragAmbient(color.rgb, amblit);
- color.a = final_alpha;
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
+ color.a = final_alpha;
- float ambient = abs(final_da);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
+ float ambient = abs(final_da);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
- color.rgb *= ambient;
- color.rgb += (final_da * sunlit);
- color.rgb *= diff.rgb;
+ color.rgb *= ambient;
+ color.rgb += (final_da * sunlit);
+ color.rgb *= diff.rgb;
- //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
+
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ color.rgb = scaleSoftClip(color.rgb);
- vec4 light = vec4(0,0,0,0);
+ vec4 light = vec4(0,0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- // keep it linear
- //
- color.rgb += light.rgb;
+ // keep it linear
+ //
+ color.rgb += light.rgb;
#ifdef WATER_FOG
- color = applyWaterFogView(pos.xyz, color);
+ color = applyWaterFogView(pos.xyz, color);
#endif
#endif
- frag_color = color;
+ frag_color = color;
}