diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 104 |
1 files changed, 68 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 229c2f4b67..db3d760359 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 2, shadows, no SSAO @@ -76,42 +78,42 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; - + + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; - return shadow/5.0; - - //return shadow; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; - - //return shadow; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + + return shadow*0.2; } void main() @@ -129,11 +131,11 @@ void main() /*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 + frag_color = vec4(0.0); // doesn't matter return; }*/ - float shadow = 1.0; + float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; @@ -152,32 +154,62 @@ void main() { vec4 lpos; - if (spos.z < -shadow_clip.z) + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 0.25); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 0.5); + + 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, 0.5, pos_screen)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 0.75); + + 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, 0.75, pos_screen)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.0); + + 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; + weight += w; } + + shadow /= weight; + // 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 @@ -198,19 +230,19 @@ void main() shadow = 1.0; } - gl_FragColor[0] = shadow; - gl_FragColor[1] = 1.0; + frag_color[0] = shadow; + frag_color[1] = 1.0; spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; + //frag_color.rgb = pos.xyz; + //frag_color.b = shadow; } |