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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl190
1 files changed, 164 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 6958841d05..5bb64e18a7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -28,6 +28,8 @@
/*[EXTRA_CODE_HERE]*/
+#define REFMAP_COUNT 8
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -40,9 +42,13 @@ uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
-uniform samplerCube reflectionMap;
+uniform samplerCube reflectionMap[REFMAP_COUNT];
uniform sampler2D lightFunc;
+uniform int refmapCount;
+
+uniform vec3 refOrigin[REFMAP_COUNT];
+
uniform float blur_size;
uniform float blur_fidelity;
@@ -74,8 +80,136 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
+
+
+// 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
+float sphereIntersect(vec3 origin, vec3 dir, vec4 sph )
+{
+ float t0, t1; // solutions for t if the ray intersects
+
+ vec3 center = sph.xyz;
+ float radius2 = sph.w * sph.w;
+
+ 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;
+
+ return t1;
+}
+
+vec3 sampleRefMap(vec3 pos, vec3 dir, float lod)
+{
+ float wsum = 0.0;
+
+ vec3 col = vec3(0,0,0);
+
+ for (int i = 0; i < refmapCount; ++i)
+ //int i = 0;
+ {
+ float r = 16.0;
+ vec3 delta = pos.xyz-refOrigin[i].xyz;
+ if (length(delta) < r)
+ {
+ float w = 1.0/max(dot(delta, delta), r);
+ w *= w;
+ w *= w;
+
+ // parallax adjustment
+ float d = sphereIntersect(pos, dir, vec4(refOrigin[i].xyz, r));
+
+ {
+ vec3 v = pos + dir * d;
+ v -= refOrigin[i].xyz;
+ v = env_mat * v;
+
+ float min_lod = textureQueryLod(reflectionMap[i],v).y; // lower is higher res
+ col += textureLod(reflectionMap[i], v, max(min_lod, lod)).rgb*w;
+ wsum += w;
+ }
+ }
+ }
+
+ if (wsum > 0.0)
+ {
+ col *= 1.0/wsum;
+ }
+ else
+ {
+ // this pixel not covered by a probe, fallback to "full scene" environment map
+ vec3 v = env_mat * dir;
+ float min_lod = textureQueryLod(environmentMap, v).y; // lower is higher res
+ col = textureLod(environmentMap, v, max(min_lod, lod)).rgb;
+ }
+
+ 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*0.6; // fudge darker
+
+}
+
void main()
{
+ float reflection_lods = 11; // 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);
@@ -106,25 +240,29 @@ void main()
vec3 atten;
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);
+ amblit = mix(ambenv, amblit, amblit);
color.rgb = amblit;
+
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
- color.rgb *= ambient;
+ //float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ //ambient *= 0.5;
+ //ambient *= ambient;
+ //ambient = (1.0 - ambient);
+ //color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
vec3 env_vec = env_mat * refnormpersp;
-
if (spec.a > 0.0) // specular reflection
{
- float sa = dot(refnormpersp, light_dir.xyz);
+ float sa = dot(normalize(refnormpersp), light_dir.xyz);
vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
@@ -133,28 +271,30 @@ void main()
color.rgb += spec_contrib;
// add reflection map - EXPERIMENTAL WORK IN PROGRESS
- float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding
- float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res
-
- //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb;
- vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb;
- //vec3 reflected_color = texture(reflectionMap, env_vec).rgb;
- //vec3 reflected_color = normalize(env_vec)*0.5+0.5;
- reflected_color *= spec.rgb;
+
+ float lod = (1.0-spec.a)*reflection_lods;
+ vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod);
+ reflected_color *= 0.5; // fudge darker, not sure where there's a multiply by two and it's late
+ float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
+ fresnel += spec.a;
+ fresnel *= fresnel;
+ //fresnel *= spec.a;
+ reflected_color *= spec.rgb*min(fresnel, 1.0);
+ //reflected_color = srgb_to_linear(reflected_color);
vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1));
-
- color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer);
-
- //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb);
- //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb);
+ color.rgb = mix(reflected_color, color, mixer);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- color = mix(color.rgb, reflected_color, envIntensity);
+ vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0);
+ float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
+ fresnel *= fresnel;
+ fresnel = fresnel * 0.95 + 0.05;
+ reflected_color *= fresnel;
+ color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
@@ -172,6 +312,4 @@ void main()
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
- //frag_color.r = 1.0;
- frag_color.a = bloom;
}