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| author | Graham Linden <graham@lindenlab.com> | 2013-07-24 11:21:40 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2013-07-24 11:21:40 -0700 | 
| commit | d6b4124fb96768aad8840490efa31d9b800cb3ea (patch) | |
| tree | 68297c27254c9d002eadbd841b90cad6aa639cea /indra/newview/app_settings/shaders | |
| parent | 7e2c4cd91df9f8d696d77e21e58ba9937977ab3d (diff) | |
NORSPEC-311 WIP move to per-pixel alpha lighting and make spot/point calcs match more closely
Diffstat (limited to 'indra/newview/app_settings/shaders')
8 files changed, 256 insertions, 151 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ea6d22d9c2..f4298d2bde 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -36,6 +36,24 @@ out vec4 frag_color;  #endif  uniform float display_gamma; +uniform vec4 gamma; +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 distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform mat3 env_mat; +uniform mat3 ssao_effect_mat; + +uniform vec3 sun_dir;  #if HAS_SHADOW  uniform sampler2DShadow shadowMap0; @@ -55,29 +73,26 @@ uniform float shadow_bias;  uniform sampler2D diffuseMap;  #endif -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 vec3 vary_pointlight_col_linear;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; - -#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; -#endif + +vec3 vary_PositionEye; +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res;  uniform vec4 light_position[8];  uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -uniform vec2 screen_res; -  vec3 calcDirectionalLight(vec3 n, vec3 l)  {  	float a = max(dot(n,l),0.0); @@ -191,6 +206,192 @@ vec4 applyWaterFogDeferred(vec3 pos, vec4 color)  }  #endif +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); +	 +	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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +		//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); +	blue_weight = blue_density / temp1; +	haze_weight = vec4(haze_density) / 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; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z * distance_multiplier); + +	//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 * 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) + tmpAmbient) +	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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 / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 scaleUpLight(vec3 light) +{ +	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 atmosAmbient(vec3 light) +{ +	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ +	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); +} + +vec3 scaleSoftClip(vec3 light) +{ +	//soft clip effect: +    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); +    vec3 ones   = vec3(1.0f, 1.0f, 1.0f); + +	light = ones - clamp(light, zeroes, ones); +	light = ones - pow(light, gamma.xxx); + +	return light; +} + +vec3 fullbrightAtmosTransport(vec3 light) { +	float brightness = dot(light.rgb, vec3(0.33333)); + +	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ +	//soft clip effect: +	return light; +} +  vec3 srgb_to_linear(vec3 cs)  { @@ -229,13 +430,15 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); +	float shadow = 1.0; -#if HAS_SHADOW -	float shadow = 0.0; +#if HAS_SHADOW	  	vec4 spos = pos;  	if (spos.z > -shadow_clip.w)  	{	 +		shadow = 0.0; +  		vec4 lpos;  		vec4 near_split = shadow_clip*-0.75; @@ -294,7 +497,6 @@ void main()  	{  		shadow = 1.0;  	} -  #endif  #ifdef USE_INDEXED_TEX @@ -303,36 +505,43 @@ void main()  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif  	vec4 gamma_diff = diff; - -	diff.rgb = srgb_to_linear(diff.rgb); -#ifdef USE_VERTEX_COLOR -	float vertex_color_alpha = diff.a * vertex_color.a;	 -#else -	float vertex_color_alpha = diff.a; -#endif +	diff.rgb = srgb_to_linear(diff.rgb); +	diff.rgb *= vertex_color.rgb; + +	float final_alpha = diff.a * vertex_color.a;	 -	vec3 normal = vary_norm;  +	vec3 norm = vary_norm;  + +	calcAtmospherics(pos.xyz, 1.0); -	vec3 l = light_position[0].xyz; -	vec3 dlight = calcDirectionalLight(normal, l); -	dlight = dlight * vary_directional.rgb * vary_pointlight_col; +	float da =dot(norm.xyz, sun_dir.xyz); +    float final_da = da; +          final_da = min(final_da, shadow); +          final_da = max(final_da, final_alpha); +          final_da = max(final_da, 0.0f); -#if HAS_SHADOW -	vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); -#else -	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); -#endif +	vec4 color = vec4(0,0,0,0); -	vec4 color = col; +	color.rgb = atmosAmbient(color.rgb); +	color.a   = final_alpha; + +	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); +	ambient *= 0.5; +	ambient *= ambient; +	ambient = (1.0-ambient); + +	color.rgb *= ambient; + +	color.rgb += atmosAffectDirectionalLight(final_da);  	color.rgb *= gamma_diff.rgb; -	color.rgb = atmosLighting(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); -	 -	col = vec4(0,0,0,0); +	color.rgb = mix(atmosLighting(color.rgb), fullbrightAtmosTransport(color.rgb), diff.a); +	color.rgb = mix(scaleSoftClip(color.rgb), fullbrightScaleSoftClip(color.rgb),  diff.a); + +	vec4 light = vec4(0,0,0,0); -   #define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1)  	LIGHT_LOOP(2) @@ -344,7 +553,7 @@ void main()  	// keep it linear  	// -	color.rgb = srgb_to_linear(color.rgb) + col.rgb; +	color.rgb = srgb_to_linear(color.rgb) + light.rgb;  	// ramp directly to display gamma as we're POST-deferred  	// diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 6b5b54b863..3696234af6 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -41,10 +41,7 @@ void passTextureIndex();  ATTRIBUTE vec3 normal; -#ifdef USE_VERTEX_COLOR  ATTRIBUTE vec4 diffuse_color; -#endif -  ATTRIBUTE vec2 texcoord0;  #ifdef HAS_SKIN @@ -55,78 +52,14 @@ mat4 getSkinnedTransform();  #endif  #endif -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -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_pointlight_col; -VARYING vec3 vary_pointlight_col_linear; - -#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; -#endif -  VARYING vec2 vary_texcoord0; -  VARYING vec3 vary_norm;  uniform float near_clip; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -uniform vec3 sun_dir; - -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 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(dot(n, lv), 0.0);		 -	} - -	return vec3(da,da,da);	 -} -  void main()  {  	vec4 pos; @@ -179,40 +112,7 @@ void main()  	vary_norm = norm;  	vary_position = pos.xyz; -	calcAtmospherics(pos.xyz); - -#ifndef USE_VERTEX_COLOR -	vec4 diffuse_color = vec4(1,1,1,1); -#endif -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); -	 -	vec3 diff = diffuse_color.rgb; - -	vary_pointlight_col = diff; -	vary_pointlight_col_linear = srgb_to_linear(diff); -	 -	col.rgb = vec3(0,0,0); - -	// Add windlight lights -	col.rgb = atmosAmbient(col.rgb); -	 -	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); -	ambient *= 0.5; -	ambient *= ambient; -	ambient = (1.0-ambient); - -	col.rgb *= ambient; - -	vary_ambient = col.rgb*diff.rgb; - -	vary_directional.rgb = atmosAffectDirectionalLight(1.0f); -	 -	col.rgb = col.rgb*diff.rgb; -	 -#ifdef USE_VERTEX_COLOR -	vertex_color = col; -#endif +	vertex_color = diffuse_color;  #ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); @@ -228,4 +128,3 @@ void main()  #endif  } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a46fbd9516..b8c5360486 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -538,7 +538,7 @@ void main()  #endif  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -	vec3 old_diffcol = diffcol.rgb; +	vec3 gamma_diff = diffcol.rgb;  	diffcol.rgb = srgb_to_linear(diffcol.rgb);  #endif @@ -558,7 +558,7 @@ void main()  			  dot(norm.xyz,vary_mat1),  			  dot(norm.xyz,vary_mat2));  #else -	vec4 norm = vec4(0,0,0,1.0); +	vec4 norm = vec4(0,1,0,1.0);  	vec3 tnorm = vary_normal;  #endif @@ -683,8 +683,7 @@ void main()  	col.rgb *= ambient;  	col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); //pow(final_da, 1.0/1.3)); -	col.rgb *= old_diffcol.rgb; -	 +	col.rgb *= gamma_diff.rgb;  	float glare = 0.0; @@ -745,7 +744,6 @@ void main()  	glare = min(glare, 1.0);  	float al = max(diffcol.a,glare)*vertex_color.a; -  	//convert to gamma space for display on screen  	col.rgb = linear_to_srgb(col.rgb); @@ -759,7 +757,6 @@ void main()  	frag_color.a   = al;  #else -	//final_color.rgb = old_diffcol.rgb;  	frag_data[0] = final_color;  	frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.  	frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity. diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 11220bfa47..3b6724479c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -198,7 +198,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff+1.0; +	float fa = falloff;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 106d48bd71..4ca0c35d91 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -115,7 +115,7 @@ void main()  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = falloff+1.0; +	float fa = falloff;  	float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 61262c9eb5..53732e961c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -201,7 +201,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff+1.0; +	float fa = falloff;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 0aac9d77de..4af0970726 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -207,7 +207,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff+1.0; +	float fa = falloff;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 17c0d26f6d..544a0a6730 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -204,7 +204,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff+1.0; +	float fa = falloff;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; | 
