diff options
author | Oz Linden <oz@lindenlab.com> | 2011-05-17 18:47:51 -0400 |
---|---|---|
committer | Oz Linden <oz@lindenlab.com> | 2011-05-17 18:47:51 -0400 |
commit | cb936d097fd40c743895cb35fce6b292c66e5210 (patch) | |
tree | c554c33c7576aa567ca2b32ad06ee9af83977059 /indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | |
parent | 32313dd3c6396324ea8f13285a69c01f38fe1cfc (diff) | |
parent | bd37b14e9217935b9d70faf04c835c9d4aeda9c7 (diff) |
pull back fix for STORM-1260 from beta branch
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 78 |
1 files changed, 35 insertions, 43 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index cdbed4b791..cd91351ad4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -4,6 +4,8 @@ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ + +#version 120 #extension GL_ARB_texture_rectangle : enable @@ -13,8 +15,6 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - // Inputs uniform mat4 shadow_matrix[6]; @@ -51,57 +51,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) { float ret = 1.0; - float dist = dot(pos.xyz,pos.xyz); - - if (dist < 64.0*64.0) - { - 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; + 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; - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - float angle_hidden = 0.0; - int points = 0; + float angle_hidden = 0.0; + int points = 0; - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + 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(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; + // 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(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); + 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) + // 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) - //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces - // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - ret = (1.0 - (float(points != 0) * angle_hidden)); - ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); - } + ret = (1.0 - (float(points != 0) * angle_hidden)); return min(ret, 1.0); } |