diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 47 insertions, 177 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 0a8981a102..1c5d3901f5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -122,19 +122,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } - -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; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9de2741725..1b0a1b5d84 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -85,24 +85,8 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ -    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; -} - -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).r; -    return getPosition_d(pos_screen, depth); -} - +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen);  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -110,19 +94,19 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  void main()   { -    vec2 tc = vary_fragcoord.xy; -    float depth = texture2DRect(depthMap, tc.xy).r; -    vec3 pos = getPosition_d(tc, depth).xyz; -    vec4 norm = texture2DRect(normalMap, tc); -    float envIntensity = norm.z; -    norm.xyz = decode_normal(norm.xy); // unpack norm -         -    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz)); +	vec2 tc = vary_fragcoord.xy; +	float depth = texture2DRect(depthMap, tc.xy).r; +	vec4 pos = getPositionWithDepth(tc, depth); +	vec4 norm = texture2DRect(normalMap, tc); +	float envIntensity = norm.z; +	norm.xyz = decode_normal(norm.xy); // unpack norm +		 +	float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));      float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));      float da = max(da_sun, da_moon);            da = clamp(da, 0.0, 1.0); -	da = pow(da, global_gamma); +	da = pow(da, global_gamma + 0.3);  	vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -132,7 +116,7 @@ void main()          vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);          vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; -        scol_ambocc = pow(scol_ambocc, vec2(global_gamma)); +        scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));          float scol = max(scol_ambocc.r, diffuse.a);           float ambocc = scol_ambocc.g; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d97bd936d9..36854b0e66 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -122,19 +122,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } - -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; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index f2d04c95fe..5f8f3114a1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -68,22 +68,13 @@ uniform float shadow_offset;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen); -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; -} +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); -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; @@ -102,7 +93,7 @@ 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; @@ -128,10 +119,8 @@ 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  	{ @@ -174,7 +163,7 @@ 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);  			} @@ -186,7 +175,7 @@ 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;  			} @@ -197,7 +186,7 @@ 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;  			} @@ -208,7 +197,7 @@ 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;  			} @@ -242,11 +231,11 @@ void main()  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);  +	frag_color[2] = pcfSpotShadowLegacy(shadowMap4, lpos, 0.8, pos_screen);   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);  +	frag_color[3] = pcfSpotShadowLegacy(shadowMap5, lpos, 0.8, pos_screen);   	//frag_color.rgb = pos.xyz;  	//frag_color.b = shadow; 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); | 
