diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl new file mode 100644 index 0000000000..342a2ff3ed --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -0,0 +1,61 @@ +/** + * @file class3\deferred\sunLightSSAOF.glsl + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +//class 2 -- shadows and SSAO + +// Inputs +VARYING vec2 vary_fragcoord; + +uniform vec3 sun_dir; + +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); + + frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen); + frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); + frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); +} |