diff options
author | Dave Parks <davep@lindenlab.com> | 2010-06-14 23:04:11 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2010-06-14 23:04:11 -0500 |
commit | 37a8c12bd34b2bd119b50f32d6e081ab59d1f5c4 (patch) | |
tree | ccdc7a5952a55dab7417251b248a25f6ca6fd530 /indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | |
parent | b3fc9c79f559c84893dede3ce643ac0dfd1f3d65 (diff) | |
parent | ad5a45624a702433d481c3dbc0f348a8755b367c (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 77 |
1 files changed, 68 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 96a083b522..c88edd0a60 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,9 +56,8 @@ vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; uniform float gi_ambiance; -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; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +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; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -252,8 +257,10 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -274,11 +281,63 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - 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; + // 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*texture2D(lightFunc, vec2(sa, spec.a)).a; + + /* + // screen-space cheap fakey reflection map + // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); + depth -= 0.5; // unbias depth + // first figure out where we'll make our 2D guess from + vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. + float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 + float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); + + ref2d += vec2(checkoffset, checkoffset); + ref2d += tc.xy; // use as offset from destination + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + + texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + float refshad = texture2DRect(lightMap, ref2d).r; + vec3 refn = texture2DRect(normalMap, ref2d).rgb; + refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm + refn = normalize(refn); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point. + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); + // apply sun color to guess-point, dampen according to inappropriateness of guess + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; + vec3 ssshiny = (refprod * spec.a); + ssshiny *= 0.3; // dampen it even more + */ + vec3 ssshiny = vec3(0,0,0); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); |