diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl | 476 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 436 |
2 files changed, 494 insertions, 418 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..8c1323ba1a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -0,0 +1,476 @@ +/** + * @file class2/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_shader_texture_lod : enable + +#define FLT_MAX 3.402823466e+38 + +#define REFMAP_COUNT 256 +#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider + +uniform samplerCubeArray reflectionProbes; + +layout (std140, binding = 1) uniform ReflectionProbes +{ + // list of OBBs for user override probes + // box is a set of 3 planes outward facing planes and the depth of the box along that plane + // for each box refBox[i]... + /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation + // box[3][0..2] - plane thickness + mat4 refBox[REFMAP_COUNT]; + // list of bounding spheres for reflection probes sorted by distance to camera (closest first) + vec4 refSphere[REFMAP_COUNT]; + // index of cube map in reflectionProbes for a corresponding reflection probe + // e.g. cube map channel of refSphere[2] is stored in refIndex[2] + // refIndex.x - cubemap channel in reflectionProbes + // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) + // refIndex.z - number of neighbors + // refIndex.w - priority, if negative, this probe has a box influence + ivec4 refIndex[REFMAP_COUNT]; + + // neighbor list data (refSphere indices, not cubemap array layer) + ivec4 refNeighbor[1024]; + + // number of reflection probes present in refSphere + int refmapCount; + + // intensity of ambient light from reflection probes + float reflectionAmbiance; +}; + +// Inputs +uniform mat3 env_mat; + +// list of probeIndexes shader will actually use after "getRefIndex" is called +// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) +int probeIndex[REF_SAMPLE_COUNT]; + +// number of probes stored in probeIndex +int probeInfluences = 0; + +bool isAbove(vec3 pos, vec4 plane) +{ + return (dot(plane.xyz, pos) + plane.w) > 0; +} + +// return true if probe at index i influences position pos +bool shouldSampleProbe(int i, vec3 pos) +{ + if (refIndex[i].w < 0) + { + vec4 v = refBox[i] * vec4(pos, 1.0); + if (abs(v.x) > 1 || + abs(v.y) > 1 || + abs(v.z) > 1) + { + return false; + } + } + else + { + vec3 delta = pos.xyz - refSphere[i].xyz; + float d = dot(delta, delta); + float r2 = refSphere[i].w; + r2 *= r2; + + if (d > r2) + { //outside bounding sphere + return false; + } + } + + return true; +} + +// call before sampleRef +// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT +// overall algorithm -- +void preProbeSample(vec3 pos) +{ + // TODO: make some sort of structure that reduces the number of distance checks + + for (int i = 0; i < refmapCount; ++i) + { + // found an influencing probe + if (shouldSampleProbe(i, pos)) + { + probeIndex[probeInfluences] = i; + ++probeInfluences; + + int neighborIdx = refIndex[i].y; + if (neighborIdx != -1) + { + int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); + + int count = 0; + while (count < neighborCount) + { + // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) + + int idx = refNeighbor[neighborIdx].x; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].y; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].z; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].w; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + ++neighborIdx; + } + + return; + } + } + } +} + +// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection + +// original reference implementation: +/* +bool intersect(const Ray &ray) const +{ + float t0, t1; // solutions for t if the ray intersects +#if 0 + // geometric solution + Vec3f L = center - orig; + float tca = L.dotProduct(dir); + // if (tca < 0) return false; + float d2 = L.dotProduct(L) - tca * tca; + if (d2 > radius2) return false; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; +#else + // analytic solution + Vec3f L = orig - center; + float a = dir.dotProduct(dir); + float b = 2 * dir.dotProduct(L); + float c = L.dotProduct(L) - radius2; + if (!solveQuadratic(a, b, c, t0, t1)) return false; +#endif + if (t0 > t1) std::swap(t0, t1); + + if (t0 < 0) { + t0 = t1; // if t0 is negative, let's use t1 instead + if (t0 < 0) return false; // both t0 and t1 are negative + } + + t = t0; + + return true; +} */ + +// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) +{ + float t0, t1; // solutions for t if the ray intersects + + vec3 L = center - origin; + float tca = dot(L,dir); + + float d2 = dot(L,L) - tca * tca; + + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; + + vec3 v = origin + dir * t1; + return v; +} + +// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ +/* +vec3 DirectionWS = normalize(PositionWS - CameraWS); +vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); + +// Intersection with OBB convertto unit box space +// Transform in local unit parallax cube space (scaled and rotated) +vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); +vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); + +vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); +vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; +vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; +vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); +float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + +// Use Distance in WS directly to recover intersection +vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; +vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; + +return texCUBE(envMap, ReflDirectionWS); +*/ + +// get point of intersection with given probe's box influence volume +// origin - ray origin in clip space +// dir - ray direction in clip space +// i - probe index in refBox/refSphere +vec3 boxIntersect(vec3 origin, vec3 dir, int i) +{ + // Intersection with OBB convertto unit box space + // Transform in local unit parallax cube space (scaled and rotated) + mat4 clipToLocal = refBox[i]; + + vec3 RayLS = mat3(clipToLocal) * dir; + vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; + + vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); + vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; + vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; + vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); + float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + + // Use Distance in CS directly to recover intersection + vec3 IntersectPositionCS = origin + dir * Distance; + + return IntersectPositionCS; +} + + + +// Tap a sphere based reflection probe +// pos - position of pixel +// dir - pixel normal +// lod - which mip to bias towards (lower is higher res, sharper reflections) +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +// vi - point at which reflection vector struck the influence volume, in clip space +vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +{ + //lod = max(lod, 1); + // parallax adjustment + + vec3 v; + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + } + else + { + v = sphereIntersect(pos, dir, c, r2); + } + + v -= c; + v = env_mat * v; + { + float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res + return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb; + //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; + } +} + +vec3 sampleProbes(vec3 pos, vec3 dir, float lod) +{ + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + float r = refSphere[i].w; // radius of sphere volume + float p = float(abs(refIndex[i].w)); // priority + float rr = r*r; // radius squred + float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + float r2 = r1*r1; + + { + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); + + float w = 1.0/d2; + + float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + w *= atten; + w *= p; // boost weight based on priority + col += refcol*w; + + wsum += w; + } + } + + if (probeInfluences <= 1) + { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera + for (int idx = 0; idx < 8; ++idx) + { + if (refIndex[idx].w < 0) + { // don't fallback to box probes, they are *very* specific + continue; + } + int i = idx; + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + + { + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); + + float w = 1.0/d2; + w *= w; + col += refcol*w; + wsum += w; + } + } + } + + if (wsum > 0.0) + { + col *= 1.0/wsum; + } + + return col; +} + +vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +{ + vec3 col = sampleProbes(pos, dir, lod); + + //desaturate + vec3 hcol = col *0.5; + + col *= 2.0; + col = vec3( + col.r + hcol.g + hcol.b, + col.g + hcol.r + hcol.b, + col.b + hcol.r + hcol.g + ); + + col *= 0.333333; + + return col*reflectionAmbiance; + +} + +// brighten a color so that at least one component is 1 +vec3 brighten(vec3 c) +{ + float m = max(max(c.r, c.g), c.b); + + if (m == 0) + { + return vec3(1,1,1); + } + + return c * 1.0/m; +} + + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + // TODO - don't hard code lods + float reflection_lods = 8; + preProbeSample(pos); + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1); + + if (glossiness > 0.0) + { + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + } + + if (envIntensity > 0.0) + { + legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); + } +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + glossenv *= 0.35; // fudge darker + float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); + float minf = spec.a * 0.1; + fresnel = fresnel * (1.0-minf) + minf; + glossenv *= spec.rgb*min(fresnel, 1.0); + color.rgb += glossenv; +} + + void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) + { + vec3 reflected_color = legacyenv; //*0.5; //fudge darker + vec3 lookAt = normalize(pos); + float fresnel = 1.0+dot(lookAt, norm.xyz); + fresnel *= fresnel; + fresnel = min(fresnel+envIntensity, 1.0); + reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); + color = mix(color.rgb, reflected_color, envIntensity); + }
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index d6b173b89d..d88400dddb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -42,38 +42,8 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform samplerCubeArray reflectionProbes; uniform sampler2D lightFunc; -layout (std140, binding = 1) uniform ReflectionProbes -{ - // list of OBBs for user override probes - // box is a set of 3 planes outward facing planes and the depth of the box along that plane - // for each box refBox[i]... - /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation - // box[3][0..2] - plane thickness - mat4 refBox[REFMAP_COUNT]; - // list of bounding spheres for reflection probes sorted by distance to camera (closest first) - vec4 refSphere[REFMAP_COUNT]; - // index of cube map in reflectionProbes for a corresponding reflection probe - // e.g. cube map channel of refSphere[2] is stored in refIndex[2] - // refIndex.x - cubemap channel in reflectionProbes - // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) - // refIndex.z - number of neighbors - // refIndex.w - priority, if negative, this probe has a box influence - ivec4 refIndex[REFMAP_COUNT]; - - // neighbor list data (refSphere indices, not cubemap array layer) - ivec4 refNeighbor[1024]; - - // number of reflection probes present in refSphere - int refmapCount; - - // intensity of ambient light from reflection probes - float reflectionAmbiance; -}; - uniform float blur_size; uniform float blur_fidelity; @@ -98,6 +68,12 @@ vec3 scaleSoftClipFrag(vec3 l); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); +// reflection probe interface +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); + vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -105,376 +81,8 @@ vec3 srgb_to_linear(vec3 c); vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -// list of probeIndexes shader will actually use after "getRefIndex" is called -// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) -int probeIndex[REF_SAMPLE_COUNT]; - -// number of probes stored in probeIndex -int probeInfluences = 0; - -bool isAbove(vec3 pos, vec4 plane) -{ - return (dot(plane.xyz, pos) + plane.w) > 0; -} - -// return true if probe at index i influences position pos -bool shouldSampleProbe(int i, vec3 pos) -{ - if (refIndex[i].w < 0) - { - vec4 v = refBox[i] * vec4(pos, 1.0); - if (abs(v.x) > 1 || - abs(v.y) > 1 || - abs(v.z) > 1) - { - return false; - } - } - else - { - vec3 delta = pos.xyz - refSphere[i].xyz; - float d = dot(delta, delta); - float r2 = refSphere[i].w; - r2 *= r2; - - if (d > r2) - { //outside bounding sphere - return false; - } - } - - return true; -} - -// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT -// overall algorithm -- -void getRefIndex(vec3 pos) -{ - // TODO: make some sort of structure that reduces the number of distance checks - - for (int i = 0; i < refmapCount; ++i) - { - // found an influencing probe - if (shouldSampleProbe(i, pos)) - { - probeIndex[probeInfluences] = i; - ++probeInfluences; - - int neighborIdx = refIndex[i].y; - if (neighborIdx != -1) - { - int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); - - int count = 0; - while (count < neighborCount) - { - // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) - - int idx = refNeighbor[neighborIdx].x; - if (shouldSampleProbe(idx, pos)) - { - probeIndex[probeInfluences++] = idx; - if (probeInfluences == REF_SAMPLE_COUNT) - { - return; - } - } - count++; - if (count == neighborCount) - { - return; - } - - idx = refNeighbor[neighborIdx].y; - if (shouldSampleProbe(idx, pos)) - { - probeIndex[probeInfluences++] = idx; - if (probeInfluences == REF_SAMPLE_COUNT) - { - return; - } - } - count++; - if (count == neighborCount) - { - return; - } - - idx = refNeighbor[neighborIdx].z; - if (shouldSampleProbe(idx, pos)) - { - probeIndex[probeInfluences++] = idx; - if (probeInfluences == REF_SAMPLE_COUNT) - { - return; - } - } - count++; - if (count == neighborCount) - { - return; - } - - idx = refNeighbor[neighborIdx].w; - if (shouldSampleProbe(idx, pos)) - { - probeIndex[probeInfluences++] = idx; - if (probeInfluences == REF_SAMPLE_COUNT) - { - return; - } - } - count++; - if (count == neighborCount) - { - return; - } - - ++neighborIdx; - } - - return; - } - } - } -} - -// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection - -// original reference implementation: -/* -bool intersect(const Ray &ray) const -{ - float t0, t1; // solutions for t if the ray intersects -#if 0 - // geometric solution - Vec3f L = center - orig; - float tca = L.dotProduct(dir); - // if (tca < 0) return false; - float d2 = L.dotProduct(L) - tca * tca; - if (d2 > radius2) return false; - float thc = sqrt(radius2 - d2); - t0 = tca - thc; - t1 = tca + thc; -#else - // analytic solution - Vec3f L = orig - center; - float a = dir.dotProduct(dir); - float b = 2 * dir.dotProduct(L); - float c = L.dotProduct(L) - radius2; - if (!solveQuadratic(a, b, c, t0, t1)) return false; -#endif - if (t0 > t1) std::swap(t0, t1); - - if (t0 < 0) { - t0 = t1; // if t0 is negative, let's use t1 instead - if (t0 < 0) return false; // both t0 and t1 are negative - } - - t = t0; - - return true; -} */ - -// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere -vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) -{ - float t0, t1; // solutions for t if the ray intersects - - vec3 L = center - origin; - float tca = dot(L,dir); - - float d2 = dot(L,L) - tca * tca; - - float thc = sqrt(radius2 - d2); - t0 = tca - thc; - t1 = tca + thc; - - vec3 v = origin + dir * t1; - return v; -} - -// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ -/* -vec3 DirectionWS = normalize(PositionWS - CameraWS); -vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); - -// Intersection with OBB convertto unit box space -// Transform in local unit parallax cube space (scaled and rotated) -vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); -vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); - -vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); -vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; -vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; -vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); -float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); - -// Use Distance in WS directly to recover intersection -vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; -vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; - -return texCUBE(envMap, ReflDirectionWS); -*/ - -// get point of intersection with given probe's box influence volume -// origin - ray origin in clip space -// dir - ray direction in clip space -// i - probe index in refBox/refSphere -vec3 boxIntersect(vec3 origin, vec3 dir, int i) -{ - // Intersection with OBB convertto unit box space - // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = refBox[i]; - - vec3 RayLS = mat3(clipToLocal) * dir; - vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; - - vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); - vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; - vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; - vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); - float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); - - // Use Distance in CS directly to recover intersection - vec3 IntersectPositionCS = origin + dir * Distance; - - return IntersectPositionCS; -} - - - -// Tap a sphere based reflection probe -// pos - position of pixel -// dir - pixel normal -// lod - which mip to bias towards (lower is higher res, sharper reflections) -// c - center of probe -// r2 - radius of probe squared -// i - index of probe -// vi - point at which reflection vector struck the influence volume, in clip space -vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) -{ - //lod = max(lod, 1); - // parallax adjustment - - vec3 v; - if (refIndex[i].w < 0) - { - v = boxIntersect(pos, dir, i); - } - else - { - v = sphereIntersect(pos, dir, c, r2); - } - - v -= c; - v = env_mat * v; - { - float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res - return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb; - //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; - } -} - -vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) -{ - float wsum = 0.0; - vec3 col = vec3(0,0,0); - float vd2 = dot(pos,pos); // view distance squared - - for (int idx = 0; idx < probeInfluences; ++idx) - { - int i = probeIndex[idx]; - float r = refSphere[i].w; // radius of sphere volume - float p = float(abs(refIndex[i].w)); // priority - float rr = r*r; // radius squred - float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - float r2 = r1*r1; - - { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); - - float w = 1.0/d2; - - float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); - w *= atten; - w *= p; // boost weight based on priority - col += refcol*w; - - wsum += w; - } - } - - if (probeInfluences <= 1) - { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera - for (int idx = 0; idx < 8; ++idx) - { - if (refIndex[idx].w < 0) - { // don't fallback to box probes, they are *very* specific - continue; - } - int i = idx; - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - - { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); - - float w = 1.0/d2; - w *= w; - col += refcol*w; - wsum += w; - } - } - } - - if (wsum > 0.0) - { - col *= 1.0/wsum; - } - - return col; -} - -vec3 sampleAmbient(vec3 pos, vec3 dir, float lod) -{ - vec3 col = sampleRefMap(pos, dir, lod); - - //desaturate - vec3 hcol = col *0.5; - - col *= 2.0; - col = vec3( - col.r + hcol.g + hcol.b, - col.g + hcol.r + hcol.b, - col.b + hcol.r + hcol.g - ); - - col *= 0.333333; - - return col*reflectionAmbiance; - -} - -// brighten a color so that at least one component is 1 -vec3 brighten(vec3 c) -{ - float m = max(max(c.r, c.g), c.b); - - if (m == 0) - { - return vec3(1,1,1); - } - - return c * 1.0/m; -} - void main() { - float reflection_lods = 8; // TODO -- base this on resolution of reflection map instead of hard coding - vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec4 pos = getPositionWithDepth(tc, depth); @@ -504,13 +112,15 @@ void main() vec3 additive; vec3 atten; - getRefIndex(pos.xyz); - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); //vec3 amb_vec = env_mat * norm.xyz; - vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1); + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + amblit = max(ambenv, amblit); color.rgb = amblit*ambocc; @@ -527,7 +137,6 @@ void main() vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - vec3 env_vec = env_mat * refnormpersp; if (spec.a > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); @@ -539,27 +148,16 @@ void main() color.rgb += spec_contrib; // add reflection map - EXPERIMENTAL WORK IN PROGRESS - - float lod = (1.0-spec.a)*reflection_lods; - vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod); - reflected_color *= 0.35; // fudge darker - float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); - float minf = spec.a * 0.1; - fresnel = fresnel * (1.0-minf) + minf; - reflected_color *= spec.rgb*min(fresnel, 1.0); - color.rgb += reflected_color; + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { // add environmentmap - vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0)*0.5; //fudge darker - float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); - fresnel *= fresnel; - fresnel = min(fresnel+envIntensity, 1.0); - reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); - color = mix(color.rgb, reflected_color, envIntensity); + //fudge darker + legacyenv *= 0.5*diffuse.a+0.5;; + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } if (norm.w < 0.5) @@ -577,6 +175,8 @@ void main() // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... //color = vec3(ambocc); - //color = ambenv; + //color = ambenv; + //color.b = diffuse.a; frag_color.rgb = srgb_to_linear(color.rgb); + frag_color.a = bloom; } |