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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl358
1 files changed, 253 insertions, 105 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 1067be1e6e..1022c23f7b 100644..100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -2,20 +2,42 @@
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
uniform float blur_size;
uniform float blur_fidelity;
@@ -30,23 +52,21 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
+uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -55,6 +75,63 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 srgb_to_linear(vec3 cs)
+{
+ vec3 low_range = cs / vec3(12.92);
+ vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+ bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lte.r ? low_range.r : high_range.r;
+ result.g = lte.g ? low_range.g : high_range.g;
+ result.b = lte.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lte);
+#endif
+
+}
+
+vec3 linear_to_srgb(vec3 cl)
+{
+ cl = clamp(cl, vec3(0), vec3(1));
+ vec3 low_range = cl * 12.92;
+ vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ bvec3 lt = lessThan(cl,vec3(0.0031308));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lt.r ? low_range.r : high_range.r;
+ result.g = lt.g ? low_range.g : high_range.g;
+ result.b = lt.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lt);
+#endif
+
+}
+
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -69,7 +146,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
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;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
return getPosition_d(pos_screen, depth);
}
@@ -94,7 +171,6 @@ vec3 getAtmosAttenuation()
return vary_AtmosAttenuation;
}
-
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
@@ -125,10 +201,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -143,13 +215,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -157,12 +229,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -183,7 +255,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -197,16 +269,66 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
+ /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/
+
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 atmosLighting(vec3 light)
{
light *= getAtmosAttenuation().r;
@@ -219,6 +341,15 @@ vec3 atmosTransport(vec3 light) {
light += getAdditiveColor() * 2.0;
return light;
}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+
+
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
@@ -253,92 +384,109 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
+ float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).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 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
+
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ //convert to gamma space
+ diffuse.rgb = linear_to_srgb(diffuse.rgb);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
+ vec3 col;
+ float bloom = 0.0;
+ {
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+
+ float scol = max(scol_ambocc.r, diffuse.a);
+
+
+
+ float ambocc = scol_ambocc.g;
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, ambocc);
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col = atmosAmbient(vec3(0));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
+ col += atmosAffectDirectionalLight(max(min(da, scol), 0.0));
- col *= diffuse.rgb;
+ col *= diffuse.rgb;
- if (spec.a > 0.0) // specular reflection
- {
- // 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;
- float refshad = texture2DRect(lightMap, ref2d).r;
- vec3 refn = texture2DRect(normalMap, ref2d).rgb;
- refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
- refn = normalize(refn);
- // 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 = min(max(dot(refn, reflight.xyz), 0.0), refshad);
- // 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;
- }
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ col += spec_contrib;
+ }
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ col = mix(col, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+
+ col = mix(col.rgb, refcol,
+ envIntensity);
+
+ }
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ col = srgb_to_linear(col);
+
+ //col = vec3(1,0,1);
+ //col.g = envIntensity;
+ }
+
+ frag_color.rgb = col;
+ frag_color.a = bloom;
}