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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl256
8 files changed, 417 insertions, 135 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index ad16de6d81..665fe16b43 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -29,8 +29,6 @@ varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
-uniform float alpha_soften;
-
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -115,15 +113,6 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
- if (samp_pos.z != 0.0 && gl_Color.a < 1.0)
- {
- float dist_factor = alpha_soften;
- float a = gl_Color.a;
- a *= a;
- dist_factor *= 1.0/(1.0-a);
- color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
- }
-
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1)*shadow;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 5991e1f3b5..1fae8c4da3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -42,23 +42,21 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index a939499b17..f8dd1b7431 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -10,7 +10,7 @@ mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -53,23 +53,22 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 651959413c..5308e5bb1e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -43,6 +43,52 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ 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);
+
+ 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)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -126,7 +172,7 @@ void main()
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
- vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
@@ -137,7 +183,7 @@ void main()
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
@@ -167,22 +213,23 @@ void main()
if (stc.z > 0.0)
{
stc.xy /= stc.w;
-
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
}
}
}
}
- //attenuate point light contribution by SSAO component
- col *= texture2DRect(lightMap, frag.xy).g;
-
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 531f7376a3..bc84720b86 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
+uniform sampler2DRect depthMap;
uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -41,7 +42,6 @@ uniform vec3 env_mat[3];
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-uniform sampler2DRect depthMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -55,9 +55,8 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -68,6 +67,12 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ return getPosition_d(pos_screen, depth);
+}
+
vec3 getPositionEye()
{
return vary_PositionEye;
@@ -251,7 +256,8 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 pos = getPosition(tc).xyz;
+ float depth = texture2DRect(depthMap, tc.xy).a;
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
@@ -271,24 +277,65 @@ void main()
col *= diffuse.rgb;
- if (spec.a > 0.0)
+ if (spec.a > 0.0) // specular reflection
{
- vec3 ref = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(ref, vary_light.xyz);
- col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ /*
+ // screen-space cheap fakey reflection map
+ //
+ vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
+ depth -= 0.5; // unbias depth
+ // first figure out where we'll make our 2D guess from
+ vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
+ // Offset the guess source a little according to a trivial
+ // checkerboard dither function and spec.a.
+ // This is meant to be similar to sampling a blurred version
+ // of the diffuse map. LOD would be better in that regard.
+ // The goal of the blur is to soften reflections in surfaces
+ // with low shinyness, and also to disguise our lameness.
+ float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
+ float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
+ ref2d += vec2(checkoffset, checkoffset);
+ ref2d += tc.xy; // use as offset from destination
+ // Get attributes from the 2D guess point.
+ // We average two samples of diffuse (not of anything else) per
+ // pixel to try to reduce aliasing some more.
+ vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
+ texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
+ float refdepth = texture2DRect(depthMap, ref2d).a;
+ vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
+ float refshad = texture2DRect(lightMap, ref2d).r;
+ vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
+ // figure out how appropriate our guess actually was
+ float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
+ // darken reflections from points which face away from the reflected ray - our guess was a back-face
+ //refapprop *= step(dot(refnorm, refn), 0.0);
+ refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
+ // get appropriate light strength for guess-point
+ // reflect light direction to increase the illusion that
+ // these are reflections.
+ vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
+ float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
+ // apply sun color to guess-point, dampen according to inappropriateness of guess
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
+ vec3 ssshiny = (refprod * spec.a);
+ ssshiny *= 0.3; // dampen it even more
+ */
+ vec3 ssshiny = vec3(0,0,0);
+
+ // add the two types of shiny together
+ col += (ssshiny + dumbshiny) * spec.rgb;
}
col = atmosLighting(col);
col = scaleSoftClip(col);
gl_FragColor.rgb = col;
-
- //gl_FragColor.rgb = gi_col.rgb;
gl_FragColor.a = 0.0;
-
- //gl_FragColor.rg = scol_ambocc.rg;
- //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
- //gl_FragColor.rgb = norm.rgb*0.5+0.5;
- //gl_FragColor.rgb = vec3(ambocc);
- //gl_FragColor.rgb = vec3(scol);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index d6534083cf..eeaecc157f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -179,21 +179,6 @@ void main()
}
}
- /*if (spec.a > 0.0)
- {
- //vec3 ref = reflect(normalize(pos), norm);
- float sa = dot(normalize(lv-normalize(pos)),norm);;
- //sa = max(sa, 0.0);
- //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*lcol*spec.rgb;
- }*/
-
- //attenuate point light contribution by SSAO component
- col *= texture2DRect(lightMap, frag.xy).g;
-
-
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index a0026edcd2..46db3c990c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -7,6 +7,8 @@
#extension GL_ARB_texture_rectangle : enable
+//class 2, shadows, no SSAO
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRectShadow shadowMap0;
@@ -39,6 +41,9 @@ uniform vec2 proj_shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -52,56 +57,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- 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;
-
- 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;
- int 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(kern[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)
-
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- return (1.0 - (float(points != 0) * angle_hidden));
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
@@ -123,7 +78,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
+ stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -134,8 +89,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
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;
@@ -149,7 +103,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;
+ vec4 nmap4 = texture2DRect(normalMap, pos_screen);
+ float displace = nmap4.w;
+ vec3 norm = nmap4.xyz*2.0-1.0;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -158,9 +114,12 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
- vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{
@@ -220,15 +179,17 @@ void main()
}
gl_FragColor[0] = shadow;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ gl_FragColor[1] = 1.0;
+
+ spos.xyz = shadow_pos+offset*spot_shadow_offset;
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x;
+ gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x;
+ gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
//gl_FragColor.rgb = pos.xyz;
//gl_FragColor.b = shadow;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
new file mode 100644
index 0000000000..a0dfc96f14
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -0,0 +1,256 @@
+/**
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+//class 2 -- shadows and SSAO
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+uniform sampler2D noiseMap;
+
+uniform sampler2D lightFunc;
+
+// 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;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ 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;
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ float dist = dot(pos.xyz,pos.xyz);
+
+ if (dist < 64.0*64.0)
+ {
+ 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;
+
+ 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;
+ int 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(kern[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)
+
+ //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
+ // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+ ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
+ }
+
+ return min(ret, 1.0);
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias*scl;
+
+ 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;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias*scl;
+
+ 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);
+
+
+ return shadow/5.0;
+
+ //return shadow;
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec4 nmap4 = texture2DRect(normalMap, pos_screen);
+ float displace = nmap4.w;
+ vec3 norm = nmap4.xyz*2.0-1.0;
+
+ /*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
+ return;
+ }*/
+
+ float shadow = 1.0;
+ float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ if (dp_directional_light == 0.0)
+ {
+ // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+ shadow = 0.0;
+ }
+ else
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 0.25);
+ 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)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 0.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 0.75);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.0);
+ }
+
+ // 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
+ // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+ shadow = min(shadow, dp_directional_light);
+
+ //lpos.xy /= lpos.w*32.0;
+ //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
+ //{
+ // shadow = 0.0;
+ //}
+
+ }
+ }
+ else
+ {
+ // more distant than the shadow map covers
+ shadow = 1.0;
+ }
+
+ gl_FragColor[0] = shadow;
+ gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+
+ spos.xyz = shadow_pos+offset*spot_shadow_offset;
+
+ //spotlight shadow 1
+ vec4 lpos = shadow_matrix[4]*spos;
+ gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+
+ //spotlight shadow 2
+ lpos = shadow_matrix[5]*spos;
+ gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+
+ //gl_FragColor.rgb = pos.xyz;
+ //gl_FragColor.b = shadow;
+}