diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
38 files changed, 1104 insertions, 252 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index a91e9fa15b..4fb109d687 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -8,14 +8,10 @@ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; -uniform sampler2DRect positionMap; +uniform sampler2DRect depthMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -26,52 +22,42 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; +varying vec3 vary_light; uniform float alpha_soften; +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - vec3 samp_pos = texture2DRect(positionMap, frag).xyz; + vec3 samp_pos = getPosition(frag).xyz; - float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); - 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; - } - } - - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0) + if (samp_pos.z != 0.0 && gl_Color.a < 1.0) { float dist_factor = alpha_soften; float a = gl_Color.a; @@ -83,6 +69,7 @@ void main() //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); + //gl_FragColor = vec4(1,0,1,1)*shadow; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index b496bd674f..1a7d58b07b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -20,8 +20,11 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; +varying vec3 vary_light; uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; void main() { @@ -32,8 +35,9 @@ void main() vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vary_position = pos.xyz; + vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias); + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); @@ -54,6 +58,8 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + vary_light = gl_LightSource[0].position.xyz; + vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl index 6c94f5c5a7..ff64a6b0c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl @@ -12,7 +12,7 @@ uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; vec3 atmosLighting(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 58aa5a9cb5..75df388941 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -8,13 +8,18 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + + if (diff.a < 0.2) + { + discard; + } + + gl_FragData[0] = vec4(diff.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 27c09db922..00083eb6b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -10,6 +10,7 @@ uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy)); + gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); + //gl_FragColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 14da6b1ad4..8c8489d087 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -28,8 +28,7 @@ void main() norm = normalize(norm); pos = gl_ProjectionMatrix * pos; - //smash geometry against near clip plane - pos.z = max(pos.z, -1.0); + pos.z = max(pos.z, -pos.w+0.01); gl_Position = pos; gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 12a7ff7f29..471a1f0407 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -10,7 +10,6 @@ mat4 getSkinnedTransform(); attribute vec4 weight; varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -30,7 +29,6 @@ void main() norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); - vary_position = pos; vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3c6700a871..bd5e9dd758 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -7,10 +7,12 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect positionMap; +uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; +uniform sampler2DRect giLightMap; +uniform float dist_factor; uniform float blur_size; uniform vec2 delta; uniform vec3 kern[32]; @@ -19,30 +21,52 @@ uniform float kern_scale; varying vec2 vary_fragcoord; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz; - vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 pos = getPosition(vary_fragcoord.xy).xyz; + vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec2 col = defined_weight * ccol; + vec4 col = defined_weight.xyxx * ccol; for (int i = 1; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; - vec3 samppos = texture2DRect(positionMap, tc).xyz; + vec3 samppos = getPosition(tc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= 0.003) { - col += texture2DRect(lightMap, tc).rg*kern[i].xy; + col += texture2DRect(lightMap, tc)*kern[i].xyxx; defined_weight += kern[i].xy; } } - col /= defined_weight; - gl_FragColor = vec4(col.r, col.g, 0.0, 1.0); + + col /= defined_weight.xyxx; + + gl_FragColor = col; + + //gl_FragColor = ccol; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index a8712bc8cc..1c29dae5f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -11,7 +11,6 @@ uniform sampler2D bumpMap; varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; -varying vec4 vary_position; void main() { @@ -22,8 +21,7 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - gl_FragData[0].rgb = gl_Color.rgb*col; - gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a); - gl_FragData[2] = vec4(normalize(tnorm), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); + gl_FragData[1] = vec4(col*gl_Color.a, gl_Color.a); + gl_FragData[2] = vec4(normalize(tnorm)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index ba180922cc..9589912c6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -8,7 +8,6 @@ varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; -varying vec4 vary_position; void main() { @@ -16,8 +15,6 @@ void main() gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 t = cross(b, n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index f2ba2df69a..5895ebda84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -8,13 +8,11 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; - gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0); + gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 3413a7f9d6..44468cdfa2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -6,16 +6,13 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vary_normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 2a811c5897..e518bddb98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -8,14 +8,9 @@ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRect depthMap; uniform sampler2D noiseMap; -uniform sampler2DRect positionMap; -uniform mat4 shadow_matrix[4]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -30,12 +25,27 @@ varying vec3 vary_fragcoord; uniform float alpha_soften; +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - vec3 samp_pos = texture2DRect(positionMap, frag).xyz; + vec3 samp_pos = getPosition(frag).xyz; float shadow = 1.0; vec4 pos = vary_position; @@ -46,10 +56,10 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - if (samp_pos.z != 0.0) + if (samp_pos.z != 0.0 && color.a < 1.0) { float dist_factor = alpha_soften; - float a = gl_Color.a; + float a = color.a; a *= a; dist_factor *= 1.0/(1.0-a); color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 6381a1ced8..aff51178b0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -12,12 +12,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec4 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; varying vec3 vary_fragcoord; uniform float near_clip; +varying vec4 vary_position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl new file mode 100644 index 0000000000..b351eec6e5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -0,0 +1,165 @@ +/** + * @file giF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; + +uniform sampler2D diffuseGIMap; +uniform sampler2D normalGIMap; +uniform sampler2D depthGIMap; + +uniform sampler2D lightFunc; + +// Inputs +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space +uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space +uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix +uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space +uniform float gi_radius; +uniform float gi_intensity; +uniform int gi_samples; +uniform vec2 gi_kern[25]; +uniform vec2 gi_scale; +uniform vec3 gi_quad; +uniform vec3 gi_spec; +uniform float gi_direction_weight; +uniform float gi_light_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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 getGIPosition(vec2 gi_tc) +{ + float depth = texture2D(depthGIMap, gi_tc).a; + vec2 sc = gi_tc*2.0; + sc -= vec2(1.0, 1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = gi_inv_proj*ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 giAmbient(vec3 pos, vec3 norm) +{ + vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); + gi_c.xyz /= gi_c.w; + + vec4 gi_pos = gi_mat*vec4(pos,1.0); + vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; + gi_norm = normalize(gi_norm); + + vec2 tcx = gi_norm.xy; + vec2 tcy = gi_norm.yx; + + vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); + + vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w); + + //vec3 eye_dir = vec3(0,0,-1); + //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz; + //eye_dir = normalize(eye_dir); + + //float round_x = gi_scale.x; + //float round_y = gi_scale.y; + + vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5; + debug.xz = vec2(0.0,0.0); + //debug = fract(debug); + + float round_x = 1.0/64.0; + float round_y = 1.0/64.0; + + //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x; + //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y; + + float fda = 0.0; + vec3 fdiff = vec3(0,0,0); + + vec3 rcol = vec3(0,0,0); + + float fsa = 0.0; + + for (int i = -1; i < 2; i+=2 ) + { + for (int j = -1; j < 2; j+=2) + { + vec2 tc = vec2(i, j)*0.75; + vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz; + //tc += gi_norm.xy*nz.z; + tc += nz.xy*2.0; + tc /= gi_samples; + tc += gi_c.xy; + + vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); + vec3 lpos = getGIPosition(tc.xy).xyz; + + vec3 at = lpos-gi_pos.xyz; + float dist = dot(at,at); + float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0); + + if (da > 0.0) + { + //add angular attenuation + vec3 ldir = at; + float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0); + + float ld = -dot(ldir, lnorm); + + if (ang_atten > 0.0 && ld < 0.0) + { + vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz; + da = da*ang_atten; + fda += da; + fdiff += diff*da; + } + } + } + } + + fdiff /= max(gi_spec.y*fda, gi_quad.z); + fdiff = clamp(fdiff, vec3(0), vec3(1)); + + vec3 ret = fda*fdiff; + //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z; + + //fda *= nz.z; + + //rcol.rgb *= gi_intensity; + //return rcol.rgb+vary_AmblitColor.rgb*0.25; + //return vec4(debug, 0.0); + //return vec4(fda*fdiff, 0.0); + return clamp(ret,vec3(0.0), vec3(1.0)); + //return debug.xyz; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + + gl_FragData[0].xyz = giAmbient(pos, norm); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl new file mode 100644 index 0000000000..71dcea9628 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -0,0 +1,22 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 20a3f3df5b..8c140a7b4f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -9,12 +9,9 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; -varying vec4 vary_position; - void main() { gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); - gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, vary_position.z); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 9c5ae31541..57532a30b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -5,15 +5,11 @@ * $License$ */ -varying vec4 vary_position; - void main() { //transform vertex gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl new file mode 100644 index 0000000000..e8b53b0293 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -0,0 +1,15 @@ +/** + * @file luminanceF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect diffuseMap; + +varying vec2 vary_fragcoord; + +void main() +{ + gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl new file mode 100644 index 0000000000..db8775f024 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -0,0 +1,20 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 3689d12840..797b9e9f3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -7,13 +7,14 @@ #extension GL_ARB_texture_rectangle : enable +uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + uniform vec3 env_mat[3]; uniform float sun_wash; @@ -23,24 +24,48 @@ uniform int light_count; uniform vec4 light[16]; uniform vec4 light_col[16]; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; +uniform float far_z; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + void main() { vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - vec3 pos = texture2DRect(positionMap, frag.xy).xyz; - vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz); + vec3 pos = getPosition(frag.xy).xyz; + if (pos.z < far_z) + { + discard; + } + + vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz*2.0-1.0); vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); + vec3 npos = normalize(-pos); for (int i = 0; i < light_count; ++i) { vec3 lv = light[i].xyz-pos; float dist2 = dot(lv,lv); - if (dist2 > light[i].w) + dist2 /= light[i].w; + if (dist2 > 1.0) { continue; } @@ -55,29 +80,38 @@ void main() da = dot(norm, lv); float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-light[i].w*(1.0-fa))/(light[i].w*fa), 0.0, 1.0); + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= noise; float lit = da * dist_atten; vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); if (spec.a > 0.0) { - vec3 ref = reflect(normalize(pos), norm); - float sa = dot(ref,lv); - sa = max(sa, 0.0); - sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*light_col[i].rgb*spec.rgb; + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } } out_col += col; } - //attenuate point light contribution by SSAO component - out_col *= texture2DRect(lightMap, frag.xy).g; + if (dot(out_col, out_col) <= 0.0) + { + discard; + } gl_FragColor.rgb = out_col; gl_FragColor.a = 0.0; + + //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl new file mode 100644 index 0000000000..28bcd720c0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -0,0 +1,178 @@ +/** + * @file multiSpotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + } + + float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); + float amb_da = proj_ambiance; + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + + if (stc.z > 0.0) + { + stc.xy /= stc.z+proj_near; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + /*if (spec.a > 0.0) + { + //vec3 ref = reflect(normalize(pos), norm); + float sa = dot(normalize(lv-normalize(pos)),norm);; + //sa = max(sa, 0.0); + //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*lcol*spec.rgb; + }*/ + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 52bad1f34c..78256e20cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -9,33 +9,53 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; varying vec4 vary_light; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; +uniform mat4 inv_proj; +uniform vec4 viewport; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + sc /= viewport.zw; + 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; +} + void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - vec3 pos = texture2DRect(positionMap, frag).xyz; + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; vec3 lv = vary_light.xyz-pos; float dist2 = dot(lv,lv); - if (dist2 > vary_light.w) + dist2 /= vary_light.w; + if (dist2 > 1.0) { discard; } - vec3 norm = texture2DRect(normalMap, frag).xyz; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; float da = dot(norm, lv); if (da < 0.0) { @@ -46,30 +66,32 @@ void main() lv = normalize(lv); da = dot(norm, lv); - float noise = texture2D(noiseMap, frag/128.0).b; + float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag).rgb; + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0); + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; col = gl_Color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag); + vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) { - vec3 ref = reflect(normalize(pos), norm); - float sa = dot(ref,lv); - sa = max(sa, 0.0); - sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } } - //attenuate point light contribution by SSAO component - col *= texture2DRect(lightMap, frag.xy).g; - - + if (dot(col, col) <= 0.0) + { + discard; + } + gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a4edb88259..e815ca260f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -6,7 +6,7 @@ */ varying vec4 vary_light; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; uniform float near_clip; @@ -14,10 +14,10 @@ uniform float near_clip; void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + vary_fragcoord = pos; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..71de03663c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -0,0 +1,57 @@ +/** + * @file postDeferredF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2D luminanceMap; +uniform sampler2DRect lightMap; + +uniform vec3 lum_quad; +uniform float lum_lod; +uniform vec4 ambient; + +uniform vec3 gi_quad; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; + float luminance = lum.r; + luminance = luminance*lum_quad.y+lum_quad.z; + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; + + vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; + gi_col *= diff; + + vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); + + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + + sun_col *= 1.0/min(luminance, 1.0); + gi_col *= 1.0/luminance; + + vec3 col = sun_col.rgb+gi_col+local_col; + + gl_FragColor.rgb = col.rgb; + col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0)); + + gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a); + + //gl_FragColor.rgb = vec3(lum_lod); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl new file mode 100644 index 0000000000..9819232fd5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -0,0 +1,17 @@ +/** + * @file postDeferredV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl new file mode 100644 index 0000000000..9612aee405 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -0,0 +1,79 @@ +/** + * @file postgiF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect giLightMap; +uniform sampler2D noiseMap; + +uniform vec2 kern[32]; +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform int kern_length; +uniform float kern_scale; +uniform vec3 blur_quad; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 pos = getPosition(vary_fragcoord.xy).xyz; + + + vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + float defined_weight = kern[0].x; + vec3 col = vec3(0.0); + + for (int i = 0; i < kern_length; i++) + { + vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; + vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; + + float d = dot(norm.xyz, sampNorm); + + if (d > 0.8) + { + vec3 samppos = getPosition(tc.xy).xyz; + samppos -= pos; + if (dot(samppos,samppos) < -0.05*pos.z) + { + col += texture2DRect(giLightMap, tc).rgb*kern[i].x; + defined_weight += kern[i].x; + } + } + } + + col /= defined_weight; + + //col = ccol; + + col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; + + gl_FragData[0].xyz = col; + + //gl_FragColor = ccol; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl new file mode 100644 index 0000000000..6adcda82a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -0,0 +1,17 @@ +/** + * @file postgiV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index b3758c3638..b0b31fd4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -7,8 +7,11 @@ uniform sampler2D diffuseMap; +varying vec4 post_pos; void main() { gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index aae1beeae3..7214d246a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -5,13 +5,17 @@ * $License$ */ +varying vec4 post_pos; + void main() { //transform vertex vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; - //smash geometry against the near clip plane (great for ortho projections) - pos.z = max(pos.z, -1.0); - gl_Position = pos; + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index d5671a6ce4..b4b0d0ce9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -12,9 +12,9 @@ uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; +uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; @@ -38,9 +38,9 @@ uniform vec4 max_y; uniform vec4 glow; 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 mat4 shadow_matrix[3]; +//uniform vec4 shadow_clip; +//uniform mat3 ssao_effect_mat; varying vec4 vary_light; varying vec2 vary_fragcoord; @@ -52,6 +52,22 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; 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; + 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; +} + vec3 getPositionEye() { return vary_PositionEye; @@ -162,17 +178,7 @@ 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; - - /* 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); + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; //haze color setAdditiveColor( @@ -235,36 +241,27 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = texture2DRect(positionMap, tc).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; + vec3 pos = getPosition(tc).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - vec4 diffuse = vec4(texture2DRect(diffuseRect, tc).rgb, 1.0); + vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = scol_ambocc.r; - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, 0.0); vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(min(da, scol)); + col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0)); col *= diffuse.rgb; - if (spec.a > 0.2) + if (spec.a > 0.0) { - vec3 ref = reflect(pos.xyz, norm.xyz); - vec3 rc; - rc.x = dot(ref, env_mat[0]); - rc.y = dot(ref, env_mat[1]); - rc.z = dot(ref, env_mat[2]); - - vec3 refcol = textureCube(environmentMap, rc).rgb; - col.rgb += refcol * spec.rgb; + 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; } col = atmosLighting(col); @@ -272,8 +269,4 @@ void main() gl_FragColor.rgb = col; gl_FragColor.a = 0.0; - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl new file mode 100644 index 0000000000..2a7234fd83 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -0,0 +1,177 @@ +/** + * @file spotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + } + + float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); + float amb_da = proj_ambiance; + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + + if (stc.z > 0.0) + { + stc.xy /= stc.z+proj_near; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + /*if (spec.a > 0.0) + { + //vec3 ref = reflect(normalize(pos), norm); + float sa = dot(normalize(lv-normalize(pos)),norm);; + //sa = max(sa, 0.0); + //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*lcol*spec.rgb; + }*/ + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index d43fe6ca95..22bdd2c7f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -7,17 +7,21 @@ #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 sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRectShadow shadowMap4; +uniform sampler2DRectShadow shadowMap5; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + + // Inputs -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; @@ -27,6 +31,25 @@ uniform float ssao_factor_inv; varying vec2 vary_fragcoord; varying vec4 vary_light; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + 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; +} + //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { @@ -54,7 +77,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) 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 samppos_world = getPosition(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); @@ -74,14 +97,18 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - return 1.0 - (float(points != 0) * angle_hidden); + 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; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -90,35 +117,45 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); + + //vec3 debug = vec3(0,0,0); + 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) + else if (spos.z > -shadow_clip.w) { - if (pos.z < -shadow_clip.z) + vec4 lpos; + + if (spos.z < -shadow_clip.z) { - vec4 lpos = shadow_matrix[3]*pos; - shadow = shadow2DProj(shadowMap3, lpos).x; + lpos = shadow_matrix[3]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(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) + else if (spos.z < -shadow_clip.y) { - vec4 lpos = shadow_matrix[2]*pos; - shadow = shadow2DProj(shadowMap2, lpos).x; + lpos = shadow_matrix[2]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap2, lpos).x; } - else if (pos.z < -shadow_clip.x) + else if (spos.z < -shadow_clip.x) { - vec4 lpos = shadow_matrix[1]*pos; - shadow = shadow2DProj(shadowMap1, lpos).x; + lpos = shadow_matrix[1]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap1, lpos).x; } else { - vec4 lpos = shadow_matrix[0]*pos; - shadow = shadow2DProj(shadowMap0, lpos).x; + lpos = shadow_matrix[0]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap0, lpos).x; } // take the most-shadowed value out of these two: @@ -126,6 +163,17 @@ void main() // * 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); + + /*debug.r = lpos.y / (lpos.w*screen_res.y); + + lpos.xy /= lpos.w*32.0; + if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + { + debug.gb = vec2(0.5, 0.5); + } + + debug += (1.0-shadow)*0.5;*/ + } else { @@ -135,5 +183,18 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - //gl_FragColor[2] is unused as of August 2008, may be used for debugging + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + lpos.xy *= screen_res; + gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x; + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + lpos.xy *= screen_res; + gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x; + + //gl_FragColor.rgb = pos.xyz; + //gl_FragColor.b = shadow; + //gl_FragColor.rgb = debug; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 211b2e0397..3cccfb7202 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -12,7 +12,6 @@ uniform sampler2D detail_3; uniform sampler2D alpha_ramp; varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -28,9 +27,8 @@ void main() float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - gl_FragData[0] = vec4(outColor.rgb, 1.0); + gl_FragData[0] = vec4(outColor.rgb, 0.0); gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index e9d6dcabff..3038b14772 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -6,7 +6,6 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { @@ -27,7 +26,6 @@ void main() //transform vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_position = gl_ModelViewMatrix * gl_Vertex; vary_normal = normalize(gl_NormalMatrix * gl_Normal); // Transform and pass tex coords diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index bc2c9816dc..258acee08c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -8,13 +8,11 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = gl_Color*col; + gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 9131d7c2b3..6b9dc2defb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -6,7 +6,6 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -14,8 +13,6 @@ void main() gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vary_normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 0a1f019e3d..d21575119d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -5,19 +5,21 @@ * $License$ */ +#extension GL_ARB_texture_rectangle : enable + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; uniform sampler2D noiseMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float sunAngle; @@ -32,7 +34,8 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; - +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); varying vec4 refCoord; @@ -88,7 +91,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); + //wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -101,10 +104,10 @@ void main() refcol = mix(baseCol*df2, refcol, dweight); //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + //float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular - spec = pow(spec, 128.0); + //spec = pow(spec, 128.0); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -118,40 +121,21 @@ void main() float shadow = 1.0; vec4 pos = vary_position; - vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - - if (pos.z > -shadow_clip.w) - { - vec4 spos = pos; - - if (pos.z < -shadow_clip.z) - { - vec4 lpos = (shadow_matrix[3]*spos); - shadow = shadow2DProj(shadowMap3, lpos).x; - } - else if (pos.z < -shadow_clip.y) - { - vec4 lpos = (shadow_matrix[2]*spos); - shadow = shadow2DProj(shadowMap2, lpos).x; - } - else if (pos.z < -shadow_clip.x) - { - vec4 lpos = (shadow_matrix[1]*spos); - shadow = shadow2DProj(shadowMap1, lpos).x; - } - else - { - vec4 lpos = (shadow_matrix[0]*spos); - shadow = shadow2DProj(shadowMap0, lpos).x; - } - } - - spec *= shadow; - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; + //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; + vec4 spos = pos; + + //spec *= shadow; + //color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); + //color.a = spec * sunAngle2; - gl_FragColor = color; + //wavef.z = -0.25f; + wavef = normalize(wavef); + wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + + gl_FragData[0] = vec4(color.rgb, 0.75); + gl_FragData[1] = vec4(1,1,1, 0.8); + gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); } |