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authorDavid Parks <davep@lindenlab.com>2009-09-22 11:11:45 +0000
committerDavid Parks <davep@lindenlab.com>2009-09-22 11:11:45 +0000
commit536e38ad51b89808f26d8e3cd107fe093862d22a (patch)
tree230159ae9e319f5c419f1a643177b2bbb17d52c5 /indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
parent760adead96e62cab8f9cdacc6469773a87dfbc1a (diff)
Merging render-pipeline-6-qa-2 into viewer-2
Self reviewed.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl98
1 files changed, 98 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
new file mode 100644
index 0000000000..a81e4caf4c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
@@ -0,0 +1,98 @@
+/**
+ * @file avatarAlphaF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2D diffuseMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2D noiseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_position;
+varying vec3 vary_normal;
+
+uniform float shadow_bias;
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+
+ return shadow/5.0;
+}
+
+void main()
+{
+ float shadow = 1.0;
+ vec4 pos = vec4(vary_position, 1.0);
+ vec3 norm = normalize(vary_normal);
+
+ //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
+
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 1.5);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 1.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 1.5);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.5);
+ }
+ }
+
+
+ vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}