diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 329 |
1 files changed, 0 insertions, 329 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl deleted file mode 100644 index 02b2daf0ac..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ /dev/null @@ -1,329 +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 - * $/LicenseInfo$ - */ - -//class1/deferred/alphaF.glsl - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#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 - -uniform mat3 env_mat; -uniform vec3 sun_dir; -uniform vec3 moon_dir; - -#ifdef USE_DIFFUSE_TEX -uniform sampler2D diffuseMap; -#endif - -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB -#endif - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; -#endif - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform int sun_up_factor; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec2 encode_normal (vec3 n); -vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); - -#ifdef HAS_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float dist = length(lv); - float da = 1.0; - - /*if (dist > inverted_la) - { - return col; - } - - clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - - if (dist > 0.0 && inverted_la > 0.0) - { - dist /= inverted_la; - - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - da = max(0.0, da); - - float lit = 0.0f; - - float amb_da = 0.0;//ambiance; - if (da > 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 ... need to work out why this blows out in many setups... - //col.rgb += amb_da * light_col * diffuse; - - // no spec for alpha shader... - } - col = max(col, vec3(0)); - return col; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - vec3 norm = vary_norm; - - float shadow = 1.0f; - -#ifdef HAS_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); -#endif - -#ifdef USE_DIFFUSE_TEX - vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); -#endif - -#ifdef USE_INDEXED_TEX - vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); -#endif - - vec4 diffuse_srgb = diffuse_tap; - -#ifdef FOR_IMPOSTOR - vec4 color; - color.rgb = diffuse_srgb.rgb; - color.a = 1.0; - - float final_alpha = diffuse_srgb.a * vertex_color.a; - diffuse_srgb.rgb *= vertex_color.rgb; - - // Insure we don't pollute depth with invis pixels in impostor rendering - // - if (final_alpha < minimum_alpha) - { - discard; - } - - color.rgb = diffuse_srgb.rgb; - color.a = final_alpha; - -#else // FOR_IMPOSTOR - - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; - - float final_alpha = diffuse_linear.a; - -#ifdef USE_VERTEX_COLOR - final_alpha *= vertex_color.a; - - if (final_alpha < minimum_alpha) - { // TODO: figure out how to get invisible faces out of - // render batches without breaking glow - discard; - } - - diffuse_srgb.rgb *= vertex_color.rgb; - diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); -#endif // USE_VERTEX_COLOR - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - vec2 abnormal = encode_normal(norm.xyz); - - float da = dot(norm.xyz, light_dir.xyz); - da = clamp(da, -1.0, 1.0); - da = pow(da, 1.0/1.3); - - float final_da = da; - final_da = clamp(final_da, 0.0f, 1.0f); - - vec4 color = vec4(0.0); - - 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); - - vec3 sun_contrib = min(final_da, shadow) * sunlit; - -#if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; -#endif // !defined(AMBIENT_KILL) - -vec3 post_ambient = color.rgb; - -#if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; -#endif // !defined(SUNLIGHT_KILL) - -vec3 post_sunlight = color.rgb; - - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; - - color.rgb = atmosFragLighting(color.rgb, additive, atten); - -vec3 post_atmo = color.rgb; - - vec4 light = vec4(0,0,0,0); - - color.rgb = scaleSoftClipFrag(color.rgb); - - //convert to linear before applying local lights - color.rgb = srgb_to_linear(color.rgb); - - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - // sum local light contrib in linear colorspace -#if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; -#endif // !defined(LOCAL_LIGHT_KILL) - // back to sRGB as we're going directly to the final RT post-deferred gamma correction - color.rgb = linear_to_srgb(color.rgb); - -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; - -#ifdef WATER_FOG - color = applyWaterFogView(pos.xyz, color); -#endif // WATER_FOG - -#endif // #else // FOR_IMPOSTOR - - frag_color = color; -} - |