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path: root/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl108
1 files changed, 70 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 6b420833b9..dfe108eb01 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -25,7 +25,9 @@
#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 and SSAO
@@ -88,7 +90,7 @@ vec2 getKern(int i)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
+
return kern[i];
}
@@ -137,42 +139,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
return min(ret, 1.0);
}
-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));
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);
-
- return shadow/5.0;
- //return shadow;
+ 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(-1.0, 1.5, 0.0)).x;
+ shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
+
+ 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;
-
- 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);
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
- 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()
@@ -190,11 +192,11 @@ 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;
@@ -212,33 +214,63 @@ void main()
else
{
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
@@ -259,19 +291,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[0] = shadow;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
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;
}