diff options
| author | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 | 
|---|---|---|
| committer | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 | 
| commit | 536e38ad51b89808f26d8e3cd107fe093862d22a (patch) | |
| tree | 230159ae9e319f5c419f1a643177b2bbb17d52c5 /indra/newview/app_settings/shaders/class2 | |
| parent | 760adead96e62cab8f9cdacc6469773a87dfbc1a (diff) | |
Merging render-pipeline-6-qa-2 into viewer-2
Self reviewed.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
16 files changed, 1619 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl new file mode 100644 index 0000000000..ad16de6d81 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -0,0 +1,132 @@ +/**  + * @file alphaF.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 sampler2DRect depthMap; + +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_fragcoord; +varying vec3 vary_position; +varying vec3 vary_light; + +uniform float alpha_soften; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +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.xyz /= pos.w; +	pos.w = 1.0; +	return pos; +} + +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()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	vec3 samp_pos = getPosition(frag).xyz; +	 +	float shadow = 1.0; +	vec4 pos = vec4(vary_position, 1.0); +	 +	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.rgb*shadow, gl_Color.a); +	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); + +	if (samp_pos.z != 0.0 && gl_Color.a < 1.0) +	{ +		float dist_factor = alpha_soften; +		float a = gl_Color.a; +		a *= a; +		dist_factor *= 1.0/(1.0-a); +		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); +	} +	 +	//gl_FragColor = gl_Color; +	gl_FragColor = color; +	//gl_FragColor = vec4(1,0,1,1)*shadow; +	 +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl new file mode 100644 index 0000000000..5991e1f3b5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -0,0 +1,76 @@ +/**  + * @file alphaV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_light; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	 +	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	 +	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); +	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	 +	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); +	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; +		 +	calcAtmospherics(pos.xyz); + +	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb); + +	// Collect normal lights (need to be divided by two, as we later multiply by 2) +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); +	col.rgb = scaleDownLight(col.rgb); +	 +	vary_light = gl_LightSource[0].position.xyz; +	 +	vary_ambient = col.rgb*gl_Color.rgb; +	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	 +	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	 +	gl_FrontColor = col; + +	gl_FogFragCoord = pos.z; +	 +	pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +	 +} 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; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl new file mode 100644 index 0000000000..a939499b17 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -0,0 +1,84 @@ +/**  + * @file avatarAlphaV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +mat4 getSkinnedTransform(); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_position; +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_normal; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +void main() +{ +	gl_TexCoord[0] = gl_MultiTexCoord0; +				 +	vec4 pos; +	vec3 norm; +	 +	mat4 trans = getSkinnedTransform(); +	pos.x = dot(trans[0], gl_Vertex); +	pos.y = dot(trans[1], gl_Vertex); +	pos.z = dot(trans[2], gl_Vertex); +	pos.w = 1.0; +	 +	norm.x = dot(trans[0].xyz, gl_Normal); +	norm.y = dot(trans[1].xyz, gl_Normal); +	norm.z = dot(trans[2].xyz, gl_Normal); +	norm = normalize(norm); +		 +	gl_Position = gl_ProjectionMatrix * pos; +	 +	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); +	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; +	vary_normal = norm;	 +	 +	calcAtmospherics(pos.xyz); + +	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb); + +	// Collect normal lights (need to be divided by two, as we later multiply by 2) +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); +	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); +	col.rgb = scaleDownLight(col.rgb); +	 +	vary_ambient = col.rgb*gl_Color.rgb; +	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	 +	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	 +	gl_FrontColor = col; + +	gl_FogFragCoord = pos.z; + +} + + diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl new file mode 100644 index 0000000000..8bd702a8da --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl @@ -0,0 +1,96 @@ +/**  + * @file blurLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2DRect edgeMap; + +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 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; +} + +void main()  +{ +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; +	vec3 pos = getPosition(vary_fragcoord.xy).xyz; +	vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).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; +	 +	float e = 1.0; +	for (int i = 0; i < 4; i++) +	{ +		vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; +		 +		e = max(e, 0.0); +		 +		vec2 wght = kern[i].xy*e; +		 +		col += texture2DRect(lightMap, tc)*wght.xyxx; +		defined_weight += wght; +		 +		e *= e; +		e -= texture2DRect(edgeMap, tc.xy).a+ +			texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ +			texture2DRect(edgeMap, tc.xy-dlt*0.333).a; +	} + + +	e = 1.0; +	 +	for (int i = 0; i < 4; i++) +	{ +		vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; +		 +		e = max(e, 0.0); +		 +		vec2 wght = kern[i].xy*e; +		 +		col += texture2DRect(lightMap, tc)*wght.xyxx; +		defined_weight += wght; +		 +		e *= e; +		e -= texture2DRect(edgeMap, tc.xy).a+ +			texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ +			texture2DRect(edgeMap, tc.xy-dlt*0.333).a; +	} + + +	col /= defined_weight.xyxx; +	 +	gl_FragColor = col; +	 +	//gl_FragColor = ccol; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl new file mode 100644 index 0000000000..b7f07e5702 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl @@ -0,0 +1,17 @@ +/**  + * @file blurLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl new file mode 100644 index 0000000000..02beddd43b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -0,0 +1,58 @@ +/**  + * @file edgeF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; + +uniform float gi_dist_cutoff; + +varying vec2 vary_fragcoord; + +uniform float depth_cutoff; +uniform float norm_cutoff; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +float getDepth(vec2 pos_screen) +{ +	float z = texture2DRect(depthMap, pos_screen.xy).a; +	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()  +{ +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; +	float depth = getDepth(vary_fragcoord.xy); +	 +	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; +	ne.x = dot(texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb*2.0-1.0, norm); +	ne.y = dot(texture2DRect(normalMap, tc+vec2(sc,sc)).rgb*2.0-1.0, norm); +	 +	ne = 1.0-ne; +	 +	ne = step(norm_cutoff, ne); +	 +	gl_FragColor.a = dot(de,de)+dot(ne,ne); +	//gl_FragColor.a = dot(de,de); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl new file mode 100644 index 0000000000..f1938c92b8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -0,0 +1,17 @@ +/**  + * @file edgeV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl new file mode 100644 index 0000000000..651959413c --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -0,0 +1,188 @@ +/**  + * @file multiSpotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod;  //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +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; +} + +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.xyz; +	float dist2 = dot(lv,lv); +	dist2 /= vary_light.w; +	if (dist2 > 1.0) +	{ +		discard; +	} +	 +	float shadow = 1.0; +	 +	if (proj_shadow_idx >= 0) +	{ +		vec4 shd = texture2DRect(lightMap, frag.xy); +		float sh[2]; +		sh[0] = shd.b; +		sh[1] = shd.a; +		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); +	} +	 +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; +	 +	norm = normalize(norm); +	float l_dist = -dot(lv, proj_n); +	 +	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); +	if (proj_tc.z < 0.0) +	{ +		discard; +	} +	 +	proj_tc.xyz /= proj_tc.w; +	 +	float fa = gl_Color.a+1.0; +	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); +	if (dist_atten <= 0.0) +	{ +		discard; +	} +	 +	lv = proj_origin-pos.xyz; +	lv = normalize(lv); +	float da = dot(norm, lv); +		 +	vec3 col = vec3(0,0,0); +		 +	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +		 +	float noise = texture2D(noiseMap, frag.xy/128.0).b; +	if (proj_tc.z > 0.0 && +		proj_tc.x < 1.0 && +		proj_tc.y < 1.0 && +		proj_tc.x > 0.0 && +		proj_tc.y > 0.0) +	{ +		float lit = 0.0; +		float amb_da = proj_ambiance; +		 +		if (da > 0.0) +		{ +			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); +			float lod = diff * proj_lod; +			 +			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +		 +			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			 +			lit = da * dist_atten * noise; +			 +			col = lcol*lit*diff_tex*shadow; +			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; +		} +		 +		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod); +							 +		amb_da += (da*da*0.5+0.5)*proj_ambiance; +				 +		amb_da *= dist_atten * noise; +			 +		amb_da = min(amb_da, 1.0-lit); +			 +		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +	} +	 +	 +	vec4 spec = texture2DRect(specularRect, frag.xy); +	if (spec.a > 0.0) +	{ +		vec3 ref = reflect(normalize(pos), norm); +		 +		//project from point pos in direction ref to plane proj_p, proj_n +		vec3 pdelta = proj_p-pos; +		float ds = dot(ref, proj_n); +		 +		if (ds < 0.0) +		{ +			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; +			 +			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + +			if (stc.z > 0.0) +			{ +				stc.xy /= stc.w; +					 +				if (stc.x < 1.0 && +					stc.y < 1.0 && +					stc.x > 0.0 && +					stc.y > 0.0) +				{ +					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +				} +			} +		} +	} +	 +	//attenuate point light contribution by SSAO component +	col *= texture2DRect(lightMap, frag.xy).g; +	 +	gl_FragColor.rgb = col;	 +	gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..ee0e9d6367 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl @@ -0,0 +1,59 @@ +/**  + * @file postDeferredF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2D	  luminanceMap; +uniform sampler2DRect lightMap; + +uniform vec3 gi_lum_quad; +uniform vec3 sun_lum_quad; +uniform vec3 lum_quad; +uniform float lum_lod; +uniform vec4 ambient; + +uniform vec3 gi_quad; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main()  +{ +	vec2 tc = vary_fragcoord.xy; +	vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; + +	float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z; +	 +	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + +	float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; +			 +	vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +	gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; +	gi_col *= diff; +	 +	vec4 sun_col =	texture2DRect(sunLightMap, vary_fragcoord.xy); +	 +	vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; +		 + +	float sun_lum = 1.0-lum; +	sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z; +		 +	float gi_lum = lum; +	gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z; +	gi_col *= 1.0/gi_lum; +		 +	vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col; +	 +	gl_FragColor.rgb = col.rgb; +	gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a); +	 +	//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl new file mode 100644 index 0000000000..9819232fd5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl @@ -0,0 +1,17 @@ +/**  + * @file postDeferredV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl new file mode 100644 index 0000000000..531f7376a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -0,0 +1,294 @@ +/**  + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +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 sampler2DRect depthMap; +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(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	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; +} + +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()  +{ +	vec2 tc = vary_fragcoord.xy; +	vec3 pos = getPosition(tc).xyz; +	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; +	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; +	 +	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	 +	vec4 diffuse = texture2DRect(diffuseRect, tc); +	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); +	 +	vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +	float scol = max(scol_ambocc.r, diffuse.a);  +	float ambocc = scol_ambocc.g; +	 +	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) +	{ +		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); +		float sa = dot(ref, vary_light.xyz); +		col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; +	} +	 +	col = atmosLighting(col); +	col = scaleSoftClip(col); +		 +	gl_FragColor.rgb = col; +	 +	//gl_FragColor.rgb = gi_col.rgb; +	gl_FragColor.a = 0.0; +	 +	//gl_FragColor.rg = scol_ambocc.rg; +	//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; +	//gl_FragColor.rgb = norm.rgb*0.5+0.5; +	//gl_FragColor.rgb = vec3(ambocc); +	//gl_FragColor.rgb = vec3(scol); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl new file mode 100644 index 0000000000..ad8af4780d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -0,0 +1,24 @@ +/**  + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	 +	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +		 +	vec4 tex = gl_MultiTexCoord0; +	tex.w = 1.0; +	 +	vary_light = gl_MultiTexCoord0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl new file mode 100644 index 0000000000..d6534083cf --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -0,0 +1,199 @@ +/**  + * @file spotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod;  //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +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; +} + +void main()  +{ +	vec4 frag = vary_fragcoord; +	frag.xyz /= frag.w; +	frag.xyz = frag.xyz*0.5+0.5; +	frag.xy *= screen_res; +	 +	float shadow = 1.0; +	 +	if (proj_shadow_idx >= 0) +	{ +		vec4 shd = texture2DRect(lightMap, frag.xy); +		float sh[2]; +		sh[0] = shd.b; +		sh[1] = shd.a; +		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); +	} +	 +	vec3 pos = getPosition(frag.xy).xyz; +	vec3 lv = vary_light.xyz-pos.xyz; +	float dist2 = dot(lv,lv); +	dist2 /= vary_light.w; +	if (dist2 > 1.0) +	{ +		discard; +	} +	 +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; +	 +	norm = normalize(norm); +	float l_dist = -dot(lv, proj_n); +	 +	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); +	if (proj_tc.z < 0.0) +	{ +		discard; +	} +	 +	proj_tc.xyz /= proj_tc.w; +	 +	float fa = gl_Color.a+1.0; +	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +	 +	lv = proj_origin-pos.xyz; +	lv = normalize(lv); +	float da = dot(norm, lv); +		 +	vec3 col = vec3(0,0,0); +		 +	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +		 +	float noise = texture2D(noiseMap, frag.xy/128.0).b; +	if (proj_tc.z > 0.0 && +		proj_tc.x < 1.0 && +		proj_tc.y < 1.0 && +		proj_tc.x > 0.0 && +		proj_tc.y > 0.0) +	{ +		float lit = 0.0; +		if (da > 0.0) +		{ +			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); +			float lod = diff * proj_lod; +			 +			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +		 +			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			 +			lit = da * dist_atten * noise; +			 +			col = lcol*lit*diff_tex*shadow; +		} +		 +		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		float lod = diff * proj_lod; +		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); +		float amb_da = proj_ambiance; +		if (da > 0.0) +		{ +			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; +		} +		 +		amb_da += (da*da*0.5+0.5)*proj_ambiance; +			 +		amb_da *= dist_atten * noise; +		 +		amb_da = min(amb_da, 1.0-lit); +		 +		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +	} +	 +	 +	vec4 spec = texture2DRect(specularRect, frag.xy); +	if (spec.a > 0.0) +	{ +		vec3 ref = reflect(normalize(pos), norm); +		 +		//project from point pos in direction ref to plane proj_p, proj_n +		vec3 pdelta = proj_p-pos; +		float ds = dot(ref, proj_n); +		 +		if (ds < 0.0) +		{ +			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; +			 +			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + +			if (stc.z > 0.0) +			{ +				stc.xy /= stc.z+proj_near; +					 +				if (stc.x < 1.0 && +					stc.y < 1.0 && +					stc.x > 0.0 && +					stc.y > 0.0) +				{ +					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +				} +			} +		} +	} +	 +	/*if (spec.a > 0.0) +	{ +		//vec3 ref = reflect(normalize(pos), norm); +		float sa = dot(normalize(lv-normalize(pos)),norm);; +		//sa = max(sa, 0.0); +		//sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); +		sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); +		sa *= noise; +		col += da*sa*lcol*spec.rgb; +	}*/ +	 +	//attenuate point light contribution by SSAO component +	col *= texture2DRect(lightMap, frag.xy).g; +	 + +	gl_FragColor.rgb = col;	 +	gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl new file mode 100644 index 0000000000..a0026edcd2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -0,0 +1,235 @@ +/**  + * @file sunLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +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 vec2 shadow_res; +uniform vec2 proj_shadow_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) +{ +	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; +	stc.z += shadow_bias*scl; +	 +	float cs = shadow2DRect(shadowMap, stc.xyz).x; +	float shadow = cs; + +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); +	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); +			 +	return shadow/5.0; +	 +	//return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias*scl; +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; + +	vec2 off = 1.5/proj_shadow_res; +	 +	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); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	 +			 +	return shadow/5.0; +	 +	//return shadow; +} + +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; +	 +	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL +	{ +		gl_FragColor = vec4(0.0); // doesn't matter +		return; +	}*/ +	 +	float shadow = 1.0; +    float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + +	vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); +	 +	if (spos.z > -shadow_clip.w) +	{	 +		if (dp_directional_light == 0.0) +		{ +			// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup +			shadow = 0.0; +		} +		else +		{ +			vec4 lpos; +			 +			if (spos.z < -shadow_clip.z) +			{ +				lpos = shadow_matrix[3]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap3, lpos, 0.25); +				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, 0.5); +			} +			else if (spos.z < -shadow_clip.x) +			{ +				lpos = shadow_matrix[1]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap1, lpos, 0.75); +			} +			else +			{ +				lpos = shadow_matrix[0]*spos; +				lpos.xy *= shadow_res; +				shadow = pcfShadow(shadowMap0, lpos, 1.0); +			} +		 +			// take the most-shadowed value out of these two: +			//  * the blurred sun shadow in the light (shadow) map +			//  * an unblurred dot product between the sun and this norm +			// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting +			shadow = min(shadow, dp_directional_light); +			 +			//lpos.xy /= lpos.w*32.0; +			//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) +			//{ +			//	shadow = 0.0; +			//} +			 +		} +	} +	else +	{ +		// more distant than the shadow map covers +		shadow = 1.0; +	} +	 +	gl_FragColor[0] = shadow; +	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	 +	//spotlight shadow 1 +	vec4 lpos = shadow_matrix[4]*spos; +	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x;  +	 +	//spotlight shadow 2 +	lpos = shadow_matrix[5]*spos; +	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x;  + +	//gl_FragColor.rgb = pos.xyz; +	//gl_FragColor.b = shadow; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl new file mode 100644 index 0000000000..5081485c4b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -0,0 +1,25 @@ +/**  + * @file sunLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ +	//transform vertex +	gl_Position = ftransform();  +	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 +	vec4 tex = gl_MultiTexCoord0; +	tex.w = 1.0; +	 +	vary_light = gl_MultiTexCoord0; +		 +	gl_FrontColor = gl_Color; +} | 
