diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-05-19 20:38:39 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-05-19 20:38:39 -0500 | 
| commit | 51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e (patch) | |
| tree | fb69cb7a3c1a98d271e0ee53880c7ad93a568502 /indra/newview/app_settings/shaders/class2/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/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl | 74 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl | 307 | 
2 files changed, 381 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl new file mode 100644 index 0000000000..a47ee678f6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -0,0 +1,74 @@ +/**  + * @file edgeF.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; + +varying vec2 vary_fragcoord; + +uniform float depth_cutoff; +uniform float norm_cutoff; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +float getDepth(float z) +{ +	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; +} + +void main()  +{ + +	float e = 0; +	 +	ivec2 itc = ivec2(vary_fragcoord.xy); + +	for (int i = 0; i < samples; i++) +	{	 +		vec3 norm = texelFetch(normalMap, itc, i).xyz; +		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +		float depth = getDepth(texelFetch(depthMap, itc, i).r); +	 +		vec2 tc = vary_fragcoord.xy; +	 +		float sc = 0.75; +	 +		vec2 de; +		de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); +		de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); +		de /= depth; +		de *= de; +		de = step(depth_cutoff, de); +	 +		vec2 ne; +		vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; +		nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm +		ne.x = dot(nexnorm, norm); +		vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; +		neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm +		ne.y = dot(neynorm, norm); +	 +		ne = 1.0-ne; +	 +		ne = step(norm_cutoff, ne); + +		e += dot(de,de)+dot(ne,ne); +	} + +	e /= samples; +	 +	gl_FragColor.a = e; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl new file mode 100644 index 0000000000..7d4548d6d9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -0,0 +1,307 @@ +/**  + * @file softenLightMSF.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 lightMap; +uniform sampler2DMS depthMap; +uniform sampler2D	  noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D	  lightFunc; +uniform vec3 gi_quad; + +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 vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +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; +} + +void main()  +{ +	int samples = 4; +	vec2 tc = vary_fragcoord.xy; +	ivec2 itc = ivec2(tc); + +	vec3 fcol = vec3(0,0,0); + +	float amb = 0; + +	for (int i = 0; i < samples; ++i) +	{ +		float depth = texelFetch(depthMap, itc.xy, 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 +			 +		float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	 +		vec4 diffuse = texelFetch(diffuseRect, itc, i); +		vec4 spec = texelFetch(specularRect, itc, i); +	 +		vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; +		float scol = max(scol_ambocc.r, diffuse.a);  +		float ambocc = scol_ambocc.g; +		amb += ambocc; + +		calcAtmospherics(pos.xyz, ambocc); +	 +		vec3 col = atmosAmbient(vec3(0)); +		col += atmosAffectDirectionalLight(max(min(da, scol), 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*scol_ambocc.r*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/samples;  +	gl_FragColor.a = 0.0; +} | 
