diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
8 files changed, 49 insertions, 263 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 33e61f2062..9670b39fdb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -92,6 +92,8 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);  vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {      //get light vector @@ -132,28 +134,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      return max(col, vec3(0.0,0.0,0.0));  } -#if HAS_SHADOW -float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; -		 -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; -	 -    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow*0.2; -} -#endif - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen); -  void main()   {      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; @@ -162,74 +142,7 @@ void main()      vec4 pos = vec4(vary_position, 1.0);      vec3 norm = vary_norm; -    float shadow = 1.0; - -#if HAS_SHADOW -    vec4 spos = pos; -         -    if (spos.z > -shadow_clip.w) -    {    -        shadow = 0.0; - -        vec4 lpos; -         -        vec4 near_split = shadow_clip*-0.75; -        vec4 far_split = shadow_clip*-1.25; -        vec4 transition_domain = near_split-far_split; -        float weight = 0.0; - -        if (spos.z < near_split.z) -        { -            lpos = shadow_matrix[3]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadowLegacy(shadowMap3, lpos)*w; -            weight += w; -            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -        } - -        if (spos.z < near_split.y && spos.z > far_split.z) -        { -            lpos = shadow_matrix[2]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -            w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadowLegacy(shadowMap2, lpos)*w; -            weight += w; -        } - -        if (spos.z < near_split.x && spos.z > far_split.y) -        { -            lpos = shadow_matrix[1]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -            w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -            shadow += pcfShadowLegacy(shadowMap1, lpos)*w; -            weight += w; -        } - -        if (spos.z > far_split.x) -        { -            lpos = shadow_matrix[0]*spos; -                             -            float w = 1.0; -            w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -                 -            shadow += pcfShadowLegacy(shadowMap0, lpos)*w; -            weight += w; -        } -         - -        shadow /= weight; -    } -    else -    { -        shadow = 1.0; -    } -#endif +    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);  #ifdef USE_INDEXED_TEX      vec4 diff = diffuseLookup(vary_texcoord0.xy); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 868eec3926..812f375f42 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; @@ -45,9 +44,6 @@ uniform float kern_scale;  VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; -  vec4 getPosition(vec2 pos_screen);  vec3 getNorm(vec2 pos_screen);  vec3 decode_normal (vec2 enc); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a0da8563a2..0f7c514e94 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -50,38 +50,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -#if HAS_SUN_SHADOW - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 shadow_res; -uniform float shadow_bias; - -float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; -		 -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; -	 -    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow*0.2; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen); -#endif +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  uniform samplerCube environmentMap;  uniform sampler2D     lightFunc; @@ -174,19 +143,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  } -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; -} - -  #else  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -295,74 +251,7 @@ void main()          //forward rendering, output just lit RGBA      vec3 pos = vary_position; -#if HAS_SUN_SHADOW -    float shadow = 0.0; -     -    vec4 spos = vec4(pos,1.0); -         -    if (spos.z > -shadow_clip.w) -    {    -        vec4 lpos; -         -        vec4 near_split = shadow_clip*-0.75; -        vec4 far_split = shadow_clip*-1.25; -        vec4 transition_domain = near_split-far_split; -        float weight = 0.0; - -        if (spos.z < near_split.z) -        { -            lpos = shadow_matrix[3]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadowLegacy(shadowMap3, lpos)*w; -            weight += w; -            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -        } - -        if (spos.z < near_split.y && spos.z > far_split.z) -        { -            lpos = shadow_matrix[2]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -            w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadowLegacy(shadowMap2, lpos)*w; -            weight += w; -        } - -        if (spos.z < near_split.x && spos.z > far_split.y) -        { -            lpos = shadow_matrix[1]*spos; -             -            float w = 1.0; -            w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -            w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -            shadow += pcfShadowLegacy(shadowMap1, lpos)*w; -            weight += w; -        } - -        if (spos.z > far_split.x) -        { -            lpos = shadow_matrix[0]*spos; -                             -            float w = 1.0; -            w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -                 -            shadow += pcfShadowLegacy(shadowMap0, lpos)*w; -            weight += w; -        } -         - -        shadow /= weight; -    } -    else -    { -        shadow = 1.0; -    } -#else -    float shadow = 1.0; -#endif +    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);      spec = final_specular;      vec4 diffuse = final_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 8e756c37bf..df48a66fab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -57,7 +57,6 @@ uniform mat4 inv_proj;  uniform vec4 viewport;  vec3 decode_normal (vec2 enc); -  vec4 getPosition(vec2 pos_screen);  void main()  diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index e33254304b..cf994d3547 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -49,18 +49,7 @@ 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; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index ae5cb7cbc1..f626609fc2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -54,12 +54,30 @@ uniform vec2 screen_res;  vec3 decode_normal(vec2 enc); +float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias; +		 +	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; +	 +    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                        +    return shadow*0.2; +} +  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)  {      stc.xyz /= stc.w; -    stc.z += shadow_bias; -         -    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +    stc.z += shadow_bias * bias_scale; +  +    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here      float cs = shadow2D(shadowMap, stc.xyz).x;      float shadow = cs; @@ -96,7 +114,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)      float dp_directional_light = max(dp_sun,dp_moon);            dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); -        vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; +    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;      vec3 offset = light_dir * (1.0-dp_directional_light);      vec3 shadow_pos = pos.xyz + (offset * shadow_bias); @@ -116,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w; +            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } @@ -128,7 +146,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;              w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w; +            shadow += pcfShadowLegacy(shadowMap2, lpos)*w;              weight += w;          } @@ -139,7 +157,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;              w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -            shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w; +            shadow += pcfShadowLegacy(shadowMap1, lpos)*w;              weight += w;          } @@ -150,7 +168,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; +            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;              weight += w;          } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0de38a3d62..f0b038cc93 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -74,31 +74,18 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,  vec3 scaleSoftClip(vec3 l);  vec3 fullbrightScaleSoftClip(vec3 l); -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 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen);  void main()   { -    vec2 tc = vary_fragcoord.xy; -    float depth = texture2DRect(depthMap, tc.xy).r; -    vec3 pos = getPositionWithDepth(tc, depth).xyz; -    vec4 norm = texture2DRect(normalMap, tc); -    float envIntensity = norm.z; -    norm.xyz = decode_normal(norm.xy); // unpack norm -         -    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz)); +	vec2 tc = vary_fragcoord.xy; +	float depth = texture2DRect(depthMap, tc.xy).r; +	vec4 pos = getPositionWithDepth(tc, depth); +	vec4 norm = texture2DRect(normalMap, tc); +	float envIntensity = norm.z; +	norm.xyz = decode_normal(norm.xy); // unpack norm +		 +	float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));      float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));      float da = max(da_sun, da_moon); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 6d65ee2add..e98ab1f2eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,20 +35,15 @@ out vec4 frag_color;  //class 1 -- no shadow, SSAO only -uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform sampler2D noiseMap; -  // Inputs  VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; -  vec3 decode_normal (vec2 enc);  vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); + +//calculate decreases in ambient lighting when crowded out (SSAO)  float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);  void main()  @@ -57,11 +52,11 @@ void main()  	//try doing an unproject here -	vec4 pos = getPosition(pos_screen);	 -	vec3 norm = getNorm(pos_screen); -		 -	frag_color.r = 1.0; -	frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen); -	frag_color.b = 1.0;  -	frag_color.a = 1.0; +	vec4 pos  = getPosition(pos_screen); +	vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy); + +	frag_color[0] = 1.0; +	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); +	frag_color[2] = 1.0;  +	frag_color[3] = 1.0;  } | 
