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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl117
1 files changed, 19 insertions, 98 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index fd3256e9c8..10ef1785da 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightSSAOF.glsl
+ * @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -42,110 +42,33 @@ uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 proj_shadow_res;
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
uniform vec2 shadow_res;
-
uniform float shadow_bias;
uniform float shadow_offset;
-
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-vec3 decode_normal (vec2 enc);
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec2 getKern(int i)
-{
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- 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];
-}
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- float ret = 1.0;
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- float points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
- angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
- points = points + diffz_val;
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
-
- float points_val = (points > 0.0) ? 1.0 : 0.0;
- ret = (1.0 - (points_val * angle_hidden));
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen);
- ret = max(ret, 0.0);
- return min(ret, 1.0);
-}
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
@@ -163,7 +86,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
return shadow*0.2;
}
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
@@ -189,10 +112,8 @@ void main()
//try doing an unproject here
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -235,7 +156,7 @@ void main()
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;
+ shadow += pcfShadowLegacy(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);
}
@@ -247,7 +168,7 @@ void main()
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;
+ shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w;
weight += w;
}
@@ -258,7 +179,7 @@ void main()
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;
+ shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w;
weight += w;
}
@@ -269,7 +190,7 @@ void main()
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;
+ shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w;
weight += w;
}
@@ -297,7 +218,7 @@ void main()
}
frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);