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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl111
1 files changed, 109 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index e2fe4a1e9e..50b43f6a8d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -35,12 +35,24 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+#if HAS_SHADOW
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+
+uniform vec2 shadow_res;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+#endif
+
#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
-uniform vec2 screen_res;
-
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -61,6 +73,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec2 screen_res;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -98,6 +112,27 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
return vec3(da,da,da);
}
+#if HAS_SHADOW
+float pcfShadow(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
+
+
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@@ -105,6 +140,73 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
+
+#if HAS_SHADOW
+ float shadow = 0.0;
+ vec4 spos = pos;
+
+ 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 += pcfShadow(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 += pcfShadow(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 += pcfShadow(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 += pcfShadow(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
+#endif
+
#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
@@ -125,7 +227,12 @@ void main()
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+#if HAS_SHADOW
+ vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
+#else
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
+#endif
+
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);