diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl new file mode 100644 index 0000000000..d43fe6ca95 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -0,0 +1,139 @@ +/** + * @file sunLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect positionMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2D noiseMap; + +// Inputs +uniform mat4 shadow_matrix[4]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + 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; + + 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; + int 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(kern[i], noise_reflect); + vec3 samppos_world = texture2DRect(positionMap, 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) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + return 1.0 - (float(points != 0) * angle_hidden); +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = vec4(texture2DRect(positionMap, pos_screen).xyz, 1.0); + vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + + /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL + { + gl_FragColor = vec4(0.0); // doesn't matter + return; + }*/ + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else if (pos.z > -shadow_clip.w) + { + if (pos.z < -shadow_clip.z) + { + vec4 lpos = shadow_matrix[3]*pos; + shadow = shadow2DProj(shadowMap3, lpos).x; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (pos.z < -shadow_clip.y) + { + vec4 lpos = shadow_matrix[2]*pos; + shadow = shadow2DProj(shadowMap2, lpos).x; + } + else if (pos.z < -shadow_clip.x) + { + vec4 lpos = shadow_matrix[1]*pos; + shadow = shadow2DProj(shadowMap1, lpos).x; + } + else + { + vec4 lpos = shadow_matrix[0]*pos; + shadow = shadow2DProj(shadowMap0, lpos).x; + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + } + else + { + // more distant than the shadow map covers - just use directional shading as shadow + shadow = dp_directional_light; + } + + gl_FragColor[0] = shadow; + gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + //gl_FragColor[2] is unused as of August 2008, may be used for debugging +} |