diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 564 |
1 files changed, 153 insertions, 411 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 03bdb754b5..09b1813ebe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file class1/deferred/softenLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -36,442 +36,184 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; // Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -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 global_gamma; -uniform float scene_light_strength; uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -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).a; - return getPosition_d(pos_screen, depth); -} +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec3 getPositionEye() -{ - return vary_PositionEye; -} -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 calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +float getAmbientClamp(); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -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 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) +void main() { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float da = dot(normalize(norm.xyz), light_dir.xyz); + da = clamp(da, -1.0, 1.0); + + float final_da = da; + final_da = clamp(final_da, 0.0, 1.0); + + vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 color = vec3(0); + float bloom = 0.0; + { + float ambocc = 1.0; // no AO... + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); + + float ambient = da; + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = final_da * sunlit; + +#if !defined(AMBIENT_KILL) + color.rgb = amblit; + color.rgb *= ambient; +#endif - return light; -} +vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) + color.rgb += sun_contrib; +#endif -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} +vec3 post_sunlight = color.rgb; + + color.rgb *= diffuse_srgb.rgb; + +vec3 post_diffuse = color.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz+npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 sp = sun_contrib*scontrib / 16.0; + sp = clamp(sp, vec3(0), vec3(1)); + bloom += dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) + color += sp * spec.rgb; +#endif + } + } + + vec3 post_spec = color.rgb; + +#ifdef WATER_FOG + color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25; +#else + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); +#endif -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da = dot(norm.xyz, sun_dir.xyz); - - float final_da = max(0.0,da); - final_da = min(final_da, 1.0f); - final_da = pow(final_da, 1.0/1.3); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { - calcAtmospherics(pos.xyz, 1.0); - - col = atmosAmbient(vec3(0)); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - col += atmosAffectDirectionalLight(final_da); - - 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 = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - - col = mix(col.rgb, diffuse.rgb, diffuse.a); - - 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); - } - - if (norm.w < 0.5) - { - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - col = srgb_to_linear(col); - - //col = vec3(1,0,1); - //col.g = envIntensity; - } - - frag_color.rgb = col.rgb; - frag_color.a = bloom; + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) + color = mix(color.rgb, reflected_color, envIntensity); +#endif + } + +vec3 post_env = color.rgb; + + if (norm.w < 1) + { +#if !defined(SUNLIGHT_KILL) + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); +#endif + } + +vec3 post_atmo = color.rgb; + + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); + color = fogged.rgb; + bloom = fogged.a; + #endif + +// srgb colorspace debuggables +//color.rgb = amblit; +//color.rgb = sunlit; +//color.rgb = post_ambient; +//color.rgb = sun_contrib; +//color.rgb = post_sunlight; +//color.rgb = diffuse_srgb.rgb; +//color.rgb = post_diffuse; +//color.rgb = post_spec; +//color.rgb = post_env; +//color.rgb = post_atmo; + +// convert to linear as fullscreen lights need to sum in linear colorspace +// and will be gamma (re)corrected downstream... + color.rgb = srgb_to_linear(color.rgb); + } + +// linear debuggables +//color.rgb = vec3(final_da); +//color.rgb = vec3(ambient); +//color.rgb = vec3(scol); +//color.rgb = diffuse_linear.rgb; + + frag_color.rgb = color.rgb; + frag_color.a = bloom; } - |