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diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
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+/**
+ * @file giF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2DRect specularRect;
+
+uniform sampler2D noiseMap;
+
+uniform sampler2D diffuseGIMap;
+uniform sampler2D specularGIMap;
+uniform sampler2D normalGIMap;
+uniform sampler2D depthGIMap;
+
+uniform sampler2D lightFunc;
+
+// Inputs
+varying vec2 vary_fragcoord;
+
+uniform vec2 screen_res;
+
+uniform vec4 sunlight_color;
+
+uniform mat4 inv_proj;
+uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
+uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
+uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
+uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
+uniform float gi_sample_width;
+uniform float gi_noise;
+uniform float gi_attenuation;
+uniform float gi_range;
+
+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;
+}
+
+vec4 getGIPosition(vec2 gi_tc)
+{
+ float depth = texture2D(depthGIMap, gi_tc).a;
+ vec2 sc = gi_tc*2.0;
+ sc -= vec2(1.0, 1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = gi_inv_proj*ndc;
+ pos.xyz /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec3 giAmbient(vec3 pos, vec3 norm)
+{
+ vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
+ gi_c.xyz /= gi_c.w;
+
+ vec4 gi_pos = gi_mat*vec4(pos,1.0);
+ vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
+ gi_norm = normalize(gi_norm);
+
+ vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
+ gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
+ vec2 tcx = gi_norm.xy;
+ vec2 tcy = gi_norm.yx;
+
+ vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
+
+ vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
+ vec3 eye_ref = reflect(eye_dir, gi_norm);
+
+ float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
+ vec3 fdiff = vec3(da);
+ float fda = da;
+
+ vec3 rcol = vec3(0,0,0);
+
+ float fsa = 0.0;
+
+
+ for (int i = -1; i <= 1; i += 2 )
+ {
+ for (int j = -1; j <= 1; j+= 2)
+ {
+ vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
+ tc += nz.xy*2.0;
+ tc *= gi_sample_width*0.25;
+ tc += gi_c.xy;
+
+ vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
+ vec3 lpos = getGIPosition(tc.xy).xyz;
+
+ vec3 at = lpos-gi_pos.xyz;
+ float dist = length(at);
+ float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
+
+
+ if (dist_atten > 0.01)
+ { //possible contribution of indirect light to this surface
+ vec3 ldir = at;
+
+ float ld = -dot(ldir, lnorm);
+
+ if (ld < 0.0)
+ {
+ float ang_atten = dot(ldir, gi_norm);
+
+ if (ang_atten > 0.0)
+ {
+ vec4 spec = texture2D(specularGIMap, tc.xy);
+ at = normalize(at);
+ vec3 diff;
+
+ float da = 0.0;
+
+ //contribution from indirect source to visible pixel
+ vec3 ha = at;
+ ha.z -= 1.0;
+ ha = normalize(ha);
+ if (spec.a > 0.0)
+ {
+ float sa = dot(ha,lnorm);
+ da = texture2D(lightFunc, vec2(sa, spec.a)).a;
+ }
+ else
+ {
+ da = -lnorm.z;
+ }
+
+ diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
+
+ if (da > 0.0)
+ { //contribution from visible pixel to eye
+ vec3 ha = normalize(at-eye_dir);
+ if (c_spec.a > 0.0)
+ {
+ float sa = dot(ha, gi_norm);
+ da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
+ }
+ else
+ {
+ da = dist_atten*dot(gi_norm, normalize(ldir));
+ }
+ fda += da;
+ fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ fdiff *= sunlight_color.rgb;
+
+ vec3 ret = fda*fdiff;
+
+ return clamp(ret,vec3(0.0), vec3(1.0));
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec4 pos = getPosition(pos_screen);
+
+ float rad = gi_range*0.5;
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;
+ float dist = max(length(pos.xyz)-rad, 0.0);
+
+ float da = clamp(1.0-dist/rad, 0.0, 1.0);
+
+ vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
+
+
+ gl_FragData[0].xyz = mix(vec3(0), ambient, da);
+}