diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-19 20:38:39 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-05-19 20:38:39 -0500 |
commit | 51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e (patch) | |
tree | fb69cb7a3c1a98d271e0ee53880c7ad93a568502 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 6898b2c6d53fc04384f194d264c1c61bbc08c90f (diff) |
SH-469 WIP -- get rid of LLMultiSampleBuffer and use GL_ARB_texture_multisample instead.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
11 files changed, 1259 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl new file mode 100644 index 0000000000..113197c871 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -0,0 +1,102 @@ +/** + * @file blurLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; + +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform vec3 kern[4]; +uniform float kern_scale; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ + vec4 ret = vec4(0,0,0,0); + for (int i = 0; i < 4; i++) + { + ret += texelFetch(tex, tc, i); + } + + return ret * 0.25; +} + +vec4 getPosition(ivec2 pos_screen) +{ + float depth = texture2DMS(depthMap, pos_screen.xy).r; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + ivec2 itc = ivec2(tc); + + vec3 norm = texture2DMS(normalMap, itc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 pos = getPosition(itc).xyz; + vec4 ccol = texture2DMS(lightMap, itc).rgba; + + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec4 col = defined_weight.xyxx * ccol; + + // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances + float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + + // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large + tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); + + for (int i = 1; i < 4; i++) + { + ivec2 samptc = ivec2(tc + kern[i].z*dlt); + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + for (int i = 1; i < 4; i++) + { + ivec2 samptc = ivec2(tc - kern[i].z*dlt); + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + + col /= defined_weight.xyxx; + col.y *= col.y; + + gl_FragColor = col; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl new file mode 100644 index 0000000000..9e551fa976 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -0,0 +1,79 @@ +/** + * @file WLCloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +uniform sampler2D cloud_noise_texture; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Set variables + vec2 uv1 = gl_TexCoord[0].xy; + vec2 uv2 = gl_TexCoord[1].xy; + + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = gl_TexCoord[2].xy; + vec2 uv4 = gl_TexCoord[3].xy; + + // Offset texture coords + uv1 += cloud_pos_density1.xy; //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + + // Compute alpha1, the main cloud opacity + float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + // Combine + vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl new file mode 100644 index 0000000000..267ef36d4d --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -0,0 +1,165 @@ +/** + * @file WLCloudsV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +////////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; + +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + + // World / view / projection + gl_Position = ftransform(); + + gl_TexCoord[0] = gl_MultiTexCoord0; + + // Get relative position + vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y.x / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + + // Calculate relative weights + temp1 = blue_density + haze_density.x; + blue_weight = blue_density / temp1; + haze_weight = haze_density.x / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow.x); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // CLOUDS + + sunlight = sunlight_color; + temp2.y = max(0., lightnorm.y * 2.); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Cloud color out + vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= temp1; + vary_CloudColorAmbient *= temp1; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + + + // Texture coords + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0].xy -= 0.5; + gl_TexCoord[0].xy /= cloud_scale.x; + gl_TexCoord[0].xy += 0.5; + + gl_TexCoord[1] = gl_TexCoord[0]; + gl_TexCoord[1].x += lightnorm.x * 0.0125; + gl_TexCoord[1].y += lightnorm.z * 0.0125; + + gl_TexCoord[2] = gl_TexCoord[0] * 16.; + gl_TexCoord[3] = gl_TexCoord[1] * 16.; + + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; + + // needs this to compile on mac + //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + + // END CLOUDS +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl new file mode 100644 index 0000000000..22ed9dcd40 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -0,0 +1,100 @@ +/** + * @file pointLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + #version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform vec4 viewport; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + sc /= viewport.zw; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + float da = dot(norm, lv); + if (da < 0.0) + { + discard; + } + + norm = normalize(norm); + lv = normalize(lv); + da = dot(norm, lv); + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float lit = da * dist_atten * noise; + + col = gl_Color.rgb*lit*col; + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } + } + + if (dot(col, col) <= 0.0) + { + discard; + } + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl new file mode 100644 index 0000000000..a34f882c39 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl @@ -0,0 +1,133 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS edgeMap; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec2 vary_fragcoord; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ + vec4 ret = vec4(0,0,0,0); + for (int i = 0; i < 4; ++i) + { + ret += texelFetch(tex, tc, i); + } + + return ret * 0.25; +} + +float getDepth(ivec2 pos_screen) +{ + float z = texture2DMS(depthMap, pos_screen.xy).r; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) +{ + float d = getDepth(tc); + + float sc = calc_cof(d); + + if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius + || d < cur_depth) //sampled pixel is further away than current pixel + { + float wg = 0.25; + + vec4 s = texture2DMS(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; + } +} + + +void main() +{ + ivec2 itc = ivec2(vary_fragcoord.xy); + + vec3 norm = texture2DMS(normalMap, itc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + float depth = getDepth(itc); + + vec4 diff = texture2DMS(diffuseRect, itc); + + { + float w = 1.0; + + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); + + float fd = depth*0.5f; + + float PI = 3.14159265358979323846264; + + int isc = int(sc); + + // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + //if (depth < focal_distance) + { + for (int x = -isc; x <= isc; x+=2) + { + for (int y = -isc; y <= isc; y+=2) + { + ivec2 cur_samp = ivec2(x,y); + float cur_sc = length(vec2(cur_samp)); + if (cur_sc < sc) + { + dofSample(diff, w, cur_sc, depth, itc+cur_samp); + } + } + } + } + + diff /= w; + } + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl new file mode 100644 index 0000000000..7b14974f8b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl @@ -0,0 +1,36 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2D bloomMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ + vec4 ret = texelFetch(tex,tc,0); + ret += texelFetch(tex,tc,1); + ret += texelFetch(tex,tc,2); + ret += texelFetch(tex,tc,3); + ret *= 0.25; + + return ret; +} + +void main() +{ + vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl new file mode 100644 index 0000000000..91143943b6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -0,0 +1,44 @@ +/** + * @file WLSkyF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_HazeColor; + +uniform sampler2D cloud_noise_texture; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Potential Fill-rate optimization. Add cloud calculation + // back in and output alpha of 0 (so that alpha culling kills + // the fragment) if the sky wouldn't show up because the clouds + // are fully opaque. + + vec4 color; + color = vary_HazeColor; + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl new file mode 100644 index 0000000000..03bca8f27e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -0,0 +1,140 @@ +/** + * @file WLSkyV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_HazeColor; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; + +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + + // World / view / projection + gl_Position = ftransform(); + gl_TexCoord[0] = gl_MultiTexCoord0; + + // Get relative position + vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + //vec3 P = gl_Vertex.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y.x / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + + // Calculate relative weights + temp1 = blue_density + haze_density.x; + blue_weight = blue_density / temp1; + haze_weight = haze_density.x / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + + // Haze color above cloud + vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + ); + + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow.x); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // Final atmosphere additive + vary_HazeColor *= (1. - temp1); + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + + // At horizon, blend high altitude sky color towards the darker color below the clouds + vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); + + // won't compile on mac without this being set + //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl new file mode 100644 index 0000000000..4c38d91499 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -0,0 +1,318 @@ +/** + * @file softenLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; +uniform sampler2DMS depthMap; +uniform sampler2D noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 distance_multiplier; +uniform vec4 max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform vec3 env_mat[3]; +//uniform mat4 shadow_matrix[3]; +//uniform vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition_d(vec2 pos_screen, float depth) +{ + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + //(TERRAIN) limit altitude + if (P.y > max_y.x) P *= (max_y.x / P.y); + if (P.y < -max_y.x) P *= (-max_y.x / P.y); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density.r); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density.r) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ + vec4 ret = texelFetch(tex,tc,0); + ret += texelFetch(tex,tc,1); + ret += texelFetch(tex,tc,2); + ret += texelFetch(tex,tc,3); + ret *= 0.25; + + return ret; +} + +void main() +{ + int samples = 4; + vec2 tc = vary_fragcoord.xy; + ivec2 itc = ivec2(tc); + + vec3 fcol = vec3(0,0,0); + + for (int i = 0; i < samples; ++i) + { + float depth = texelFetch(depthMap, itc, i).r; + vec3 pos = getPosition_d(tc, depth).xyz; + vec3 norm = texelFetch(normalMap, itc, i).xyz; + + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; + + float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + + vec4 diffuse = texelFetch(diffuseRect, itc, i); + if (diffuse.a >= 1.0) + { + fcol += diffuse.rgb; + } + else + { + vec4 spec = texelFetch(specularRect, itc, i); + + calcAtmospherics(pos.xyz, 1.0); + + vec3 col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + col += dumbshiny * spec.rgb; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + fcol += col; + } + } + + gl_FragColor.rgb = fcol.rgb/samples; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl new file mode 100644 index 0000000000..00093836a2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl @@ -0,0 +1,17 @@ +/** + * @file sunLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +//class 1, no shadow, no SSAO, should never be called + +#extension GL_ARB_texture_rectangle : enable + +void main() +{ + gl_FragColor = vec4(0,0,0,0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl new file mode 100644 index 0000000000..49b45dedd6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl @@ -0,0 +1,125 @@ +/** + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 1 -- no shadow, SSAO only + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) +{ + float ret = 1.0; + + 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 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 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++) + { + ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); + vec3 samppos_world = getPosition(samppos_screen, sample).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) + + 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); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + + return min(ret, 1.0); +} + +void main() +{ + int samples = 4; + + vec2 pos_screen = vary_fragcoord.xy; + ivec2 itc = ivec2(pos_screen); + + float col = 0; + + for (int i = 0; i < samples; i++) + { + vec4 pos = getPosition(itc, i); + vec3 norm = texelFetch(normalMap, itc, i).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + col += calcAmbientOcclusion(pos,norm,i); + } + + col /= samples; + + gl_FragColor[0] = 1.0; + gl_FragColor[1] = col; + gl_FragColor[2] = 1.0; + gl_FragColor[3] = 1.0; +} |