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/shadowUtil.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/shadowUtil.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..ae5cb7cbc1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -0,0 +1,191 @@ +/** + * @file class1/deferred/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 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; + +vec3 decode_normal(vec2 enc); + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + 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; +} + |