diff options
| author | Geenz <geenz@geenzo.com> | 2013-04-11 14:57:11 -0400 | 
|---|---|---|
| committer | Geenz <geenz@geenzo.com> | 2013-04-11 14:57:11 -0400 | 
| commit | cfc375777871ec3d04b9969793379d0cd78a012e (patch) | |
| tree | 851d39612b82e18f82fe47961e4e9fbf70713ff4 /indra/newview/app_settings/shaders/class2 | |
| parent | 84475635b9c3db8d42f2f0a256d34c08274f53ed (diff) | |
First pass on alpha blended materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
4 files changed, 31 insertions, 467 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 6f10ff8451..a349981ea2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,25 +25,27 @@  #extension GL_ARB_texture_rectangle : enable +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -  uniform sampler2DShadow shadowMap0;  uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2;  uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; +#if INDEX_MODE != INDEXED +uniform sampler2D diffuseMap; +#endif +  uniform vec2 screen_res; -uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); @@ -53,8 +55,16 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; +#if INDEX_MODE != NON_INDEXED_NO_COLOR +VARYING vec4 vertex_color; +#endif + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 shadow_res;  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -190,9 +200,20 @@ void main()  		shadow = 1.0;  	}  	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + +#if INDEX_MODE == INDEXED  	vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif +	 +#if INDEX_MODE == NON_INDEXED_NO_COLOR +	float vertex_color_alpha = 1.0; +#else +	float vertex_color_alpha = vertex_color.a; +#endif -	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a); +	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl deleted file mode 100644 index 8fd8bb8066..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ /dev/null @@ -1,226 +0,0 @@ -/**  - * @file alphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_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_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; -VARYING vec3 vary_norm; - -uniform vec2 shadow_res; -uniform float shadow_bias; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = pow(max(dot(n,l),0.0), 0.7); -        return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(pow(dot(n, lv), 0.7), 0.0);		 -	} - -	return da;	 -} - -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(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; - -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; -	 -    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                         -    return shadow*0.2; -} - - -void main()  -{ -	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -	frag *= screen_res; -	 -	float shadow = 0.0; -	vec4 pos = vec4(vary_position, 1.0); -	 -	vec4 spos = pos; -		 -	if (spos.z > -shadow_clip.w) -	{	 -		vec4 lpos; -		 -		vec4 near_split = shadow_clip*-0.75; -		vec4 far_split = shadow_clip*-1.25; -		vec4 transition_domain = near_split-far_split; -		float weight = 0.0; - -		if (spos.z < near_split.z) -		{ -			lpos = shadow_matrix[3]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap3, lpos)*w; -			weight += w; -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} - -		if (spos.z < near_split.y && spos.z > far_split.z) -		{ -			lpos = shadow_matrix[2]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap2, lpos)*w; -			weight += w; -		} - -		if (spos.z < near_split.x && spos.z > far_split.y) -		{ -			lpos = shadow_matrix[1]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -			shadow += pcfShadow(shadowMap1, lpos)*w; -			weight += w; -		} - -		if (spos.z > far_split.x) -		{ -			lpos = shadow_matrix[0]*spos; -							 -			float w = 1.0; -			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -				 -			shadow += pcfShadow(shadowMap0, lpos)*w; -			weight += w; -		} -		 - -		shadow /= weight; - -	} -	else -	{ -		shadow = 1.0; -	} -	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - -	vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a); -	vec4 color = diff * col; -	 -	color.rgb = atmosLighting(color.rgb); - -	color.rgb = scaleSoftClip(color.rgb); -	vec3 light_col = vec3(0,0,0); - -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -	 -	color.rgb += diff.rgb * vary_pointlight_col * light_col; - -	frag_color = color;	 -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl deleted file mode 100644 index ff75b039b2..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ /dev/null @@ -1,232 +0,0 @@ -/**  - * @file alphaNonIndexedNoColorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_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_pointlight_col; -VARYING vec2 vary_texcoord0; - -uniform vec2 shadow_res; - -uniform float shadow_bias; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = pow(max(dot(n,l),0.0), 0.7); -        return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(pow(dot(n, lv), 0.7), 0.0);		 -	} - -	return da;	 -} - -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(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; - -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	float cs = shadow2D(shadowMap, stc.xyz).x; -	 -	float shadow = cs; - -        shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                         -        return shadow*0.2; -} - - -void main()  -{ -	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -	frag *= screen_res; -	 -	float shadow = 0.0; -	vec4 pos = vec4(vary_position, 1.0); -	 -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - -	if (diff.a < minimum_alpha) -	{ -		discard; -	} -	 -	vec4 spos = pos; -		 -	if (spos.z > -shadow_clip.w) -	{	 -		vec4 lpos; -		 -		vec4 near_split = shadow_clip*-0.75; -		vec4 far_split = shadow_clip*-1.25; -		vec4 transition_domain = near_split-far_split; -		float weight = 0.0; - -		if (spos.z < near_split.z) -		{ -			lpos = shadow_matrix[3]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap3, lpos)*w; -			weight += w; -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} - -		if (spos.z < near_split.y && spos.z > far_split.z) -		{ -			lpos = shadow_matrix[2]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap2, lpos)*w; -			weight += w; -		} - -		if (spos.z < near_split.x && spos.z > far_split.y) -		{ -			lpos = shadow_matrix[1]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -			shadow += pcfShadow(shadowMap1, lpos)*w; -			weight += w; -		} - -		if (spos.z > far_split.x) -		{ -			lpos = shadow_matrix[0]*spos; -							 -			float w = 1.0; -			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -				 -			shadow += pcfShadow(shadowMap0, lpos)*w; -			weight += w; -		} -		 - -		shadow /= weight; -	} -	else -	{ -		shadow = 1.0; -	} -	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; -	 -	vec4 col = vec4(vary_ambient + dlight*shadow, 1.0); -	vec4 color = diff * col; -	 -	color.rgb = atmosLighting(color.rgb); - -	color.rgb = scaleSoftClip(color.rgb); -	vec3 light_col = vec3(0,0,0); - -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -	 -	color.rgb += diff.rgb * vary_pointlight_col * light_col; - -	frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 9629cfe824..7f4d82ecc6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; - +VARYING vec3 vary_norm;  uniform float near_clip;  uniform float shadow_offset; @@ -115,7 +115,8 @@ void main()  	n.xyz = normalize(n.xyz-pos.xyz);  	vec3 norm = n.xyz; -	 +	vary_norm = norm; +  	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));  	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; | 
