diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 117 |
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); |