diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 293 |
1 files changed, 0 insertions, 293 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl deleted file mode 100644 index 774f537821..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ /dev/null @@ -1,293 +0,0 @@ -/** - * @file spotLightF.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 -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -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; - -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - 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 = trans_center.xyz-pos.xyz; - float dist = length(lv); - - if (dist >= size) - { - discard; - } - dist /= size; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - 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 = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); - - 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 amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - 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); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - - amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * 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) /* * (1.0-shadow) */ * proj_ambiance; - amb_da *= dist_atten * noise; - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = dlit*scol*spec.rgb*shadow; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - } - } - - if (envIntensity > 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 /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } -#endif - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - //output linear colors as gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = 0.0; -} |