diff options
author | Graham Linden <graham@lindenlab.com> | 2018-12-06 10:59:11 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-12-06 10:59:11 -0800 |
commit | 7e9033821a96a9d6e80b58fafb4c7da63807b9d4 (patch) | |
tree | d1c267539a601f2b000e1ad9f6f252ad3c5fe77c /indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | |
parent | 26c1430a04de585c1823569b60dc99abc798231b (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/deferredUtil.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 222 |
1 files changed, 0 insertions, 222 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index ec05dab57f..9d7a7f6556 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -25,29 +25,6 @@ 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 vec3 moon_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; @@ -87,8 +64,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -#if USE_DEFERRED_SHADER_API - vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); @@ -98,200 +73,3 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth) 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_sun = max(0.0, dot(sun_dir.xyz, norm)); - float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); - float dp_directional_light = max(dp_sun,dp_moon); - dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); - - vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; - vec3 offset = light_dir * (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); -} - -#endif - |