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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:44:39 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:44:39 +0100 |
commit | 98cc2365034a93c69704daa69efb389799cc9627 (patch) | |
tree | 4c3ec75b78a26a736f18a2153af025040ae05a4b /indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | |
parent | 6ba23344c95157793af9e4154933ae8df61630e8 (diff) |
Backed out changeset a62bf7c0af21
Backing out this merge that I pushed (prematurely) to the wrong place.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 80 |
1 files changed, 59 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7423347346..a0026edcd2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -7,8 +7,6 @@ #extension GL_ARB_texture_rectangle : enable -//class 2, shadows, no SSAO - uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRectShadow shadowMap0; @@ -41,9 +39,6 @@ uniform vec2 proj_shadow_res; uniform float shadow_bias; uniform float shadow_offset; -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -57,6 +52,56 @@ vec4 getPosition(vec2 pos_screen) return pos; } +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + 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); + + return (1.0 - (float(points != 0) * angle_hidden)); +} + float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; @@ -78,7 +123,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; + stc.z += shadow_bias*scl; float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -89,7 +134,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - + + return shadow/5.0; //return shadow; @@ -103,10 +149,7 @@ void main() vec4 pos = getPosition(pos_screen); - vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm - float displace = nmap4.w; - vec3 norm = nmap4.xyz; + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -115,12 +158,9 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); + vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -180,17 +220,15 @@ void main() } gl_FragColor[0] = shadow; - gl_FragColor[1] = 1.0; - - spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); + gl_FragColor[1] = calcAmbientOcclusion(pos, norm); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x; //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x; //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; |