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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl166
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl225
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl80
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl112
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl167
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl134
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl124
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl78
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl4
44 files changed, 1353 insertions, 456 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..171a0e76f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -1,21 +1,17 @@
/**
* @file alphaF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#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;
@@ -26,63 +22,43 @@ 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)
- {
- float dist_factor = alpha_soften;
- float a = gl_Color.a;
- a *= a;
- dist_factor *= 1.0/(1.0-a);
- color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
- }
-
//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..fabbce0824 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -1,15 +1,15 @@
/**
* @file alphaV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -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()
{
@@ -32,28 +35,30 @@ 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.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
+ 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..82ce6d7377 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
@@ -1,8 +1,8 @@
/**
* @file avatarAlphaF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
@@ -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/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index c1988d3c78..21ddc2fad8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -1,8 +1,8 @@
/**
* @file avatarAlphaV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -10,7 +10,7 @@ mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -47,23 +47,22 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = 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/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 58aa5a9cb5..e376892e0a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -1,20 +1,26 @@
/**
* @file avatarF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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;
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..d88e3ecfd8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -1,8 +1,8 @@
/**
* @file avatarShadowF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
@@ -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..2af8c8f5f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -1,8 +1,8 @@
/**
* @file avatarShadowV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
mat4 getSkinnedTransform();
@@ -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..988226fb7c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -1,8 +1,8 @@
/**
* @file avatarV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
mat4 getSkinnedTransform();
@@ -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..258a9b7c40 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -1,48 +1,81 @@
/**
* @file blurLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect positionMap;
+uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
+uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
-uniform vec3 kern[32];
-uniform int kern_length;
+uniform vec3 kern[4];
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;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ 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++)
+ for (int i = 1; i < 4; 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;
+ }
+ }
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
+ 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)*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;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index b7f07e5702..b1b3f55f00 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -1,8 +1,8 @@
/**
* @file blurLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index a8712bc8cc..35f334d58e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -1,8 +1,8 @@
/**
* @file bumpF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
@@ -11,19 +11,19 @@ uniform sampler2D bumpMap;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
-varying vec4 vary_position;
void main()
{
- vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
+ vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
- dot(norm,vary_mat1),
- dot(norm,vary_mat2));
+ 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(col, 0.0);
+ gl_FragData[1] = gl_Color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ vec3 nvn = normalize(tnorm);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..6c8550cb5b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -1,14 +1,13 @@
/**
* @file bumpV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..9bd622a506 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -1,20 +1,20 @@
/**
* @file diffuseF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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[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;
+ vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
+ gl_FragData[0] = vec4(col, 0.0);
+ gl_FragData[1] = gl_Color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..bd58096317 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -1,21 +1,18 @@
/**
* @file diffuseV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..f53e15c6cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,21 +1,16 @@
/**
* @file fullbrightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#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;
@@ -28,14 +23,27 @@ varying vec4 vary_position;
varying vec3 vary_normal;
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;
@@ -46,15 +54,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- if (samp_pos.z != 0.0)
- {
- float dist_factor = alpha_soften;
- float a = gl_Color.a;
- a *= a;
- dist_factor *= 1.0/(1.0-a);
- color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
- }
-
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 6381a1ced8..dc8b2c6be4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -1,8 +1,8 @@
/**
* @file fullbrightV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
void calcAtmospherics(vec3 inPositionEye);
@@ -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..e64e29a0d2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -0,0 +1,166 @@
+/**
+ * @file giF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#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;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ 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..543527612e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -0,0 +1,22 @@
+/**
+ * @file giV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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..7f365fedc8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -1,20 +1,18 @@
/**
* @file impostorF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
-varying vec4 vary_position;
-
void main()
{
- gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
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..4fc27d4412 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -1,19 +1,15 @@
/**
* @file impostorV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
-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..acb3014d18
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file luminanceF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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..6368def830
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -0,0 +1,20 @@
+/**
+ * @file giV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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..6fca08ae6a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -1,19 +1,20 @@
/**
* @file multiPointLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#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 +24,50 @@ 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 = texture2DRect(normalMap, frag.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = normalize(norm);
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 +82,38 @@ 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..a9f03f7615
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -0,0 +1,225 @@
+/**
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+//class 1 -- no shadows
+
+#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_ambient_lod;
+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;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+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 = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
+ 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;
+ float amb_da = proj_ambiance;
+
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex;
+ amb_da += (da*0.5)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ 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;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*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..43da16436b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -1,41 +1,62 @@
/**
* @file pointLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
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;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
@@ -46,30 +67,32 @@ 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..e056c3e896 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -1,12 +1,12 @@
/**
* @file pointLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..650e1a91a8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#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..0ec81dcb02
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file postDeferredV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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..e8e58f50e1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -0,0 +1,80 @@
+/**
+ * @file postgiF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ 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;
+ sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
+
+ 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..e5f6217644
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file postgiV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+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..378a3295ec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -1,14 +1,17 @@
/**
* @file shadowF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..666f909f01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -1,17 +1,21 @@
/**
* @file shadowV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
+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..5fbeceba81 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -1,8 +1,8 @@
/**
* @file softenLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
@@ -11,10 +11,11 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
uniform sampler2DRect lightMap;
+uniform sampler2DRect depthMap;
uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
@@ -38,8 +39,8 @@ 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 mat4 shadow_matrix[3];
+//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
@@ -52,6 +53,27 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+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 getPositionEye()
{
return vary_PositionEye;
@@ -235,45 +257,87 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 pos = texture2DRect(positionMap, tc).xyz;
+ float depth = texture2DRect(depthMap, tc.xy).a;
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).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);
- 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 scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);
vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(min(da, scol));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
col *= diffuse.rgb;
- if (spec.a > 0.2)
+ if (spec.a > 0.0) // specular reflection
{
- 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;
+ // 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;
- //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/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index ad8af4780d..9d187b46e2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -1,8 +1,8 @@
/**
* @file softenLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform vec2 screen_res;
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..29fac46bfe
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -0,0 +1,167 @@
+/**
+ * @file spotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#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;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ 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;
+ }
+ }
+ }
+ }
+
+ 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..d4d686bbb7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -1,139 +1,15 @@
/**
* @file sunLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
-#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;
+//class 1, no shadow, no SSAO, should never be called
- 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);
-}
+#extension GL_ARB_texture_rectangle : enable
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
+ gl_FragColor = vec4(0,0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
new file mode 100644
index 0000000000..cdbed4b791
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -0,0 +1,124 @@
+/**
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+//class 1 -- no shadow, SSAO only
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2D noiseMap;
+
+uniform sampler2D lightFunc;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+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;
+
+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)
+{
+ float ret = 1.0;
+
+ float dist = dot(pos.xyz,pos.xyz);
+
+ if (dist < 64.0*64.0)
+ {
+ 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 = getPosition(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);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+ ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
+ }
+
+ return min(ret, 1.0);
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ gl_FragColor[0] = 1.0;
+ gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ gl_FragColor[2] = 1.0;
+ gl_FragColor[3] = 1.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 5081485c4b..9d092d9cea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -1,8 +1,8 @@
/**
* @file sunLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
varying vec4 vary_light;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 211b2e0397..9ba508a30c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -1,8 +1,8 @@
/**
* @file terrainF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
uniform sampler2D detail_0;
@@ -12,7 +12,6 @@ uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
varying vec3 vary_normal;
-varying vec4 vary_position;
void main()
{
@@ -28,9 +27,9 @@ 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;
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..789e53b789 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -1,12 +1,11 @@
/**
* @file terrainV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..1c1725a95c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -1,20 +1,19 @@
/**
* @file treeF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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;
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 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..45832e350f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -1,12 +1,11 @@
/**
* @file treeV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
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..ea531de24a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -1,23 +1,25 @@
/**
* @file waterF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
+#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);
@@ -112,46 +115,27 @@ void main()
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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 *= 0.1f;
+ //wavef = normalize(wavef);
+ vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+
+ gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
+ gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index b45e5c5302..e002d75ebe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -1,8 +1,8 @@
/**
* @file waterV.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
*/
void calcAtmospherics(vec3 inPositionEye);