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path: root/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl99
1 files changed, 85 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index b4b0d0ce9d..bef91e735d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
+uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
@@ -40,7 +41,7 @@ uniform float scene_light_strength;
uniform vec3 env_mat[3];
//uniform mat4 shadow_matrix[3];
//uniform vec4 shadow_clip;
-//uniform mat3 ssao_effect_mat;
+uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
@@ -55,9 +56,8 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-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);
@@ -68,6 +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;
@@ -178,7 +184,17 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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(
@@ -241,8 +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);
@@ -250,23 +268,76 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- calcAtmospherics(pos.xyz, 0.0);
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ float scol = max(scol_ambocc.r, diffuse.a);
+ float ambocc = scol_ambocc.g;
+
+ calcAtmospherics(pos.xyz, ambocc);
vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
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*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_ambocc.r*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;
+ vec3 refn = texture2DRect(normalMap, ref2d).rgb;
+ refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
+ // 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 = max(dot(refn, reflight.xyz), 0.0);
+ // 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);
col = scaleSoftClip(col);
-
+
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}