diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-06 19:33:04 +0000 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-11-06 19:33:04 +0000 |
commit | 2929998982f37221a58b9fa8037748a2e905f4b1 (patch) | |
tree | 24cc0c3da6655e9ed98908baa524e72068fbd64d /indra/newview/app_settings/shaders/class3 | |
parent | 8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (diff) |
Move to using a shared deferredUtil object for getting pos/norm from gbuffer.
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
11 files changed, 154 insertions, 344 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 9f06319da3..f8373215f0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -1,5 +1,5 @@ /** - * @file WLCloudsF.glsl + * @file class3/deferred/cloudsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,9 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3]; #else -#define frag_color gl_FragColor +#define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// @@ -36,20 +36,37 @@ out vec4 frag_color; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 gamma; +uniform vec4 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +uniform vec3 ambient; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -67,11 +84,9 @@ void main() // Set variables vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + vec2 uv4 = vary_texcoord3.xy; vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); @@ -82,33 +97,53 @@ void main() uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0)); - // Compute alpha1, the main cloud opacity + cloudDensity *= 1.0 - (density_variance * density_variance); + // Compute alpha1, the main cloud opacity float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; + if (alpha1 < 0.001f) + { + discard; + } // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; alpha2 = 1. - alpha2 * alpha2; + vec3 view_ray = vary_pos.xyz + camPosLocal; + + vec3 view_direction = normalize(view_ray); + vec3 sun_direction = normalize(sun_dir); + vec3 earth_center = vec3(0, 0, -6360.0f); + vec3 camPos = (camPosLocal / 1000.0f) - earth_center; + + vec3 transmittance; + vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); + + vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); + // Combine vec4 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = alpha1; + color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); + color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); + color.rgb += ambient; + + frag_data[0] = vec4(color.rgb, alpha1); + frag_data[1] = vec4(0); + frag_data[2] = vec4(0,1,0,1); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl index c1dd45cd67..53b6d88ef5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -24,6 +24,7 @@ */ uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; @@ -33,158 +34,37 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos; // Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; - -uniform vec4 cloud_color; - uniform float cloud_scale; +uniform vec4 lightnorm; +uniform vec3 camPosLocal; void main() { + vary_pos = position; // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - temp1 = blue_density + haze_density; - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - - - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // 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; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); - - // CLOUDS - - sunlight = sunlight_color; - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; vary_texcoord2 = vary_texcoord0 * 16.; vary_texcoord3 = vary_texcoord1 * 16.; - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - // END CLOUDS } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 864ba4859d..0848adba73 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - 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; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 2073fc066f..d0514f7d23 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file class3/skyF.glsl + * @file class3/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -44,6 +44,7 @@ uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform sampler2D rainbow_map; uniform sampler2D halo_map; +uniform vec4 gamma; uniform float moisture_level; uniform float droplet_radius; @@ -53,6 +54,7 @@ vec3 GetSolarLuminance(); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 ColorFromRadiance(vec3 radiance); vec3 rainbow(float d) { float rad = (droplet_radius - 5.0f) / 1024.0f; @@ -93,18 +95,15 @@ void main() } s = smoothstep(0.9, 1.0, s) * 16.0f; - vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001); + vec3 color = ColorFromRadiance(radiance_sun); float optic_d = dot(view_direction, sun_direction); - vec3 halo_22 = halo22(optic_d); - if (optic_d <= 0) - color.rgb += rainbow(optic_d); - + color.rgb += rainbow(optic_d) * optic_d; color.rgb += halo_22; - color = pow(color, vec3(1.0 / 2.2)); + color = pow(color, vec3(1.0/2.2)); frag_data[0] = vec4(color, 1.0 + s); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl index a5cc49ca30..2eb222ada4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -1,5 +1,5 @@ /** - * @file advancedAtmoV.glsl + * @file class3/deferred/skyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,12 +23,6 @@ * $/LicenseInfo$ */ -uniform vec3 cameraPosLocal; -uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 2615400e52..ecf6858136 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -38,30 +38,21 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; uniform float blur_size; +uniform samplerCube environmentMap; + uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; uniform float global_gamma; -uniform float scene_light_strength; uniform mat3 env_mat; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; @@ -74,28 +65,29 @@ uniform mat4 inv_modelview; uniform vec2 screen_res; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 scaleSoftClipFrag(vec3 c); +vec3 fullbrightScaleSoftClipFrag(vec3 c); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); -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; -} - -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).r; - return getPosition_d(pos_screen, depth); -} - +vec3 ColorFromRadiance(vec3 radiance); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -105,24 +97,22 @@ void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec3 pos = getPositionWithDepth(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - + norm.xyz = decode_normal(norm.xy); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2DRect(diffuseRect, tc); // linear - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); - vec3 col; float bloom = 0.0; { + vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -132,17 +122,37 @@ void main() float ambocc = scol_ambocc.g; - col *= diffuse.rgb; - + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + + vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), + dot(l1g, l1tap * vec4(1, norm.xyz)), + dot(l1b, l1tap * vec4(1, norm.xyz))); + + indirect = clamp(indirect, vec3(0), vec3(1.0)); + + vec3 transmittance; + vec3 sky_irradiance; + vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); + vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); + + vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; + vec3 atmo_color = ColorFromRadiance(radiance); + + col = atmo_color + indirect; + col *= transmittance; + col *= diffuse.rgb; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -155,17 +165,24 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envintensity); + vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; + vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); + vec3 refcol = ColorFromRadiance(radiance_sun); + col = mix(col.rgb, refcol, envIntensity); } + /*if (norm.w < 0.5) + { + col = scaleSoftClipFrag(col); + }*/ + #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif - col = srgb_to_linear(col); + col = pow(col, vec3(light_gamma)); } frag_color.rgb = col; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index c840d72784..9d872b8df8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file class3/deferred/softenLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,21 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; -uniform vec2 screen_res; - VARYING vec2 vary_fragcoord; +uniform mat4 modelview_projection_matrix; +uniform vec2 screen_res; + void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index a7da140b31..80e2a9dd55 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - 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; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index aa5e99a2f7..894534b105 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -68,19 +68,8 @@ uniform float spot_shadow_bias; uniform float spot_shadow_offset; vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - 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; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -124,13 +113,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr 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; - norm = decode_normal(norm.xy); // unpack norm + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl index 58f3f2f91e..0870a80a32 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -68,81 +68,11 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - 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; -} - -vec2 getKern(int i) -{ - 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; - - return kern[i]; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - float ret = 1.0; - - 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; - float 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(getKern(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) - - float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; - points = points + diffz_val; - } - - angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); - - float points_val = (points > 0.0) ? 1.0 : 0.0; - ret = (1.0 - (points_val * angle_hidden)); - - ret = max(ret, 0.0); - return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -184,14 +114,9 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr 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; - norm = decode_normal(norm.xy); // unpack norm + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -291,7 +216,7 @@ void main() } frag_color[0] = shadow; - frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 8195801be6..9c050256dc 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -41,16 +41,18 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) return (light + additive) * atten * 2.0; } -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive,a tten), light.rgb + additive.rgb, brightness * brightness); + return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; |