diff options
| author | Dave Parks <davep@lindenlab.com> | 2010-03-20 14:15:13 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2010-03-20 14:15:13 -0500 | 
| commit | b576cbfb4289adfe8eecc793cf5e4e7a8f1b502e (patch) | |
| tree | 3e0398011ac8d8a4843c3e527dd0bc12c40aa7cc /indra/newview/app_settings/shaders/class1 | |
| parent | 2b060b796acdc7c27fb8eb63066c0f9dd689a5f0 (diff) | |
SSAO version of sunLight shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl | 123 | 
1 files changed, 123 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl new file mode 100644 index 0000000000..7450817ea7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -0,0 +1,123 @@ +/**  + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +//class 1 -- no shadow, SSAO only + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; + +uniform sampler2D		lightFunc; + + +// 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(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	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) +{ +	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 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++) +		{ +			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); +			 +			// 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); +			 +			// '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)); +		ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); +	} +	 +	return min(ret, 1.0); +} + +void main()  +{ +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; +		 +	gl_FragColor[0] = 1.0; +	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	gl_FragColor[2] = 1.0;  +	gl_FragColor[3] = 1.0; +} | 
