diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
35 files changed, 2370 insertions, 457 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl new file mode 100644 index 0000000000..d973326f93 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl @@ -0,0 +1,44 @@ +/** + * @file avatarShadowF.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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 pos; +VARYING vec2 vary_texcoord0; + +vec4 computeMoments(float depth, float a); + +void main() +{ + frag_color = computeMoments(length(pos), 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl new file mode 100644 index 0000000000..3be9cb3de8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl @@ -0,0 +1,51 @@ +/** + * @file attachmentShadowV.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 + * $/LicenseInfo$ + */ + +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 texture_matrix0; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +mat4 getObjectSkinnedTransform(); + +VARYING vec4 pos; + +void main() +{ + //transform vertex + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + pos = (mat*vec4(position.xyz, 1.0)); + pos = projection_matrix * vec4(pos.xyz, 1.0); + +#if !DEPTH_CLAMP + pos.z = max(pos.z, -pos.w+0.01); + gl_Position = pos; +#else + gl_Position = pos; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl index 709d9cbc0a..f4e5a61e36 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl @@ -1,5 +1,5 @@ /** - * @file gammaF.glsl + * @file avatarShadowF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,33 +22,31 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +/*[EXTRA_CODE_HERE]*/ -uniform vec4 gamma; -uniform int no_atmo; +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif -vec3 scaleSoftClipFrag(vec3 light) { - if (no_atmo == 1) - { - return light; - } - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - return light; -} +uniform sampler2D diffuseMap; -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - return scaleSoftClipFrag(light); -} +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +VARYING vec4 pos; -vec3 fullbrightScaleSoftClipFrag(vec3 light) +vec4 computeMoments(float depth, float a); + +void main() { - return scaleSoftClipFrag(light.rgb); -} + frag_color = computeMoments(length(pos), 1.0); -vec3 fullbrightScaleSoftClip(vec3 light) { - return fullbrightScaleSoftClipFrag(light.rgb); +#if !DEPTH_CLAMP + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl new file mode 100644 index 0000000000..96ca2fd707 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl @@ -0,0 +1,68 @@ +/** + * @file avatarShadowV.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 + * $/LicenseInfo$ + */ + +uniform mat4 projection_matrix; + +mat4 getSkinnedTransform(); + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +VARYING vec4 pos; + +void main() +{ + vec3 norm; + + vec4 pos_in = vec4(position.xyz, 1.0); + mat4 trans = getSkinnedTransform(); + + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + pos = projection_matrix * pos; + +#if !DEPTH_CLAMP + post_pos = pos; + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + +} + + diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl new file mode 100644 index 0000000000..65af2821be --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -0,0 +1,114 @@ +/** + * @file class3/deferred/cloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + +uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow; +uniform float cloud_scale; +uniform float cloud_variance; +uniform vec3 ambient; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return normalize(cloud_noise_sample); +} + +vec4 computeMoments(float depth, float alpha); + +void main() +{ + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; + vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + + vec2 uv4 = vary_texcoord3.xy; + + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + + // Offset texture coords + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + + cloudDensity *= 1.0 - (density_variance * density_variance); + + // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + if (alpha1 < 0.001f) + { + discard; + } + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (cloudNoise(uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + frag_color = computeMoments(length(pos), alpha1); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl new file mode 100644 index 0000000000..cb27b2c2c5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl @@ -0,0 +1,63 @@ +/** + * @file cloudShadowV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index f8373215f0..015caad749 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -138,9 +138,23 @@ void main() // Combine vec4 color; + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + + vec3 sun_indir = vec3(-view_direction.xy, view_direction.z); + vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)), + dot(l1g, l1tap * vec4(1, sun_indir)), + dot(l1b, l1tap * vec4(1, sun_indir))); + + + amb = max(vec3(0), amb); + color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); - color.rgb += ambient; + color.rgb += amb; frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl new file mode 100644 index 0000000000..cccd01e0d7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl @@ -0,0 +1,75 @@ +/** + * @file class3/deferred/deferredUtil.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 + * $/LicenseInfo$ + */ + +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec3 decode_normal(vec2 enc); + +vec2 getScreenCoordinate(vec2 screenpos) +{ + vec2 sc = screenpos.xy * 2.0; + if (screen_res.x > 0 && screen_res.y > 0) + { + sc /= screen_res; + } + return sc - vec2(1.0, 1.0); +} + +vec3 getNorm(vec2 screenpos) +{ + vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; + return decode_normal(enc_norm); +} + +float getDepth(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen).r; + return depth; +} + +vec4 getPosition(vec2 pos_screen) +{ + float depth = getDepth(pos_screen); + vec2 sc = getScreenCoordinate(pos_screen); + 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 getPositionWithDepth(vec2 pos_screen, float depth) +{ + vec2 sc = getScreenCoordinate(pos_screen); + 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; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl new file mode 100644 index 0000000000..5734e2abb2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl @@ -0,0 +1,202 @@ +/**
+ * @file depthToShadowVolumeG.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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_geometry_shader4 : enable
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+layout (triangles) in;
+layout (triangle_strip, max_vertices = 128) out;
+
+uniform sampler2DRect depthMap;
+uniform mat4 shadowMatrix[6];
+uniform vec4 lightpos;
+
+VARYING vec2 vary_texcoord0;
+
+out vec3 to_vec;
+
+void cross_products(out vec4 ns[3], int a, int b, int c)
+{
+ ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz);
+ ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz);
+ ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz);
+}
+
+vec3 getLightDirection(vec4 lightpos, vec3 pos)
+{
+
+ vec3 lightdir = lightpos.xyz - lightpos.w * pos;
+ return lightdir;
+}
+
+void emitTri(vec4 v[3])
+{
+ gl_Position = proj_matrix * v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[2];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitQuad(vec4 v[4]
+{
+ // Emit a quad as a triangle strip.
+ gl_Position = proj_matrix*v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[2];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[3];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitPrimitives(int layer)
+{
+ int i = layer;
+ gl_Layer = i;
+
+ vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg));
+ vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg));
+ vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg));
+ vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg));
+
+ depth1 = min(depth1, depth2);
+ depth1 = min(depth1, depth3);
+ depth1 = min(depth1, depth4);
+
+ vec2 depth = min(depth1.xy, depth1.zw);
+
+ int side = sqrt(gl_VerticesIn);
+
+ for (int j = 0; j < side; j++)
+ {
+ for (int k = 0; k < side; ++k)
+ {
+ vec3 pos = gl_PositionIn[(j * side) + k].xyz;
+ vec4 v = shadowMatrix[i] * vec4(pos, 1.0);
+ gl_Position = v;
+ to_vec = pos - light_position.xyz * depth;
+ EmitVertex();
+ }
+
+ EndPrimitive();
+ }
+
+ vec3 norms[3]; // Normals
+ vec3 lightdir3]; // Directions toward light
+
+ vec4 v[4]; // Temporary vertices
+
+ vec4 or_pos[3] =
+ { // Triangle oriented toward light source
+ gl_PositionIn[0],
+ gl_PositionIn[2],
+ gl_PositionIn[4]
+ };
+
+ // Compute normal at each vertex.
+ cross_products(n, 0, 2, 4);
+
+ // Compute direction from vertices to light.
+ lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz);
+ lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz);
+ lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz);
+
+ // Check if the main triangle faces the light.
+ bool faces_light = true;
+ if (!(dot(ns[0],d[0]) > 0
+ |dot(ns[1],d[1]) > 0
+ |dot(ns[2],d[2]) > 0))
+ {
+ // Flip vertex winding order in or_pos.
+ or_pos[1] = gl_PositionIn[4];
+ or_pos[2] = gl_PositionIn[2];
+ faces_light = false;
+ }
+
+ // Near cap: simply render triangle.
+ emitTri(or_pos);
+
+ // Far cap: extrude positions to infinity.
+ v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0);
+ v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0);
+ v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0);
+
+ emitTri(v);
+
+ // Loop over all edges and extrude if needed.
+ for ( int i=0; i<3; i++ )
+ {
+ // Compute indices of neighbor triangle.
+ int v0 = i*2;
+ int nb = (i*2+1);
+ int v1 = (i*2+2) % 6;
+ cross_products(n, v0, nb, v1);
+
+ // Compute direction to light, again as above.
+ d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz;
+ d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz;
+ d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz;
+
+ bool is_parallel = gl_PositionIn[nb].w < 1e-5;
+
+ // Extrude the edge if it does not have a
+ // neighbor, or if it's a possible silhouette.
+ if (is_parallel ||
+ ( faces_light != (dot(ns[0],d[0])>0 ||
+ dot(ns[1],d[1])>0 ||
+ dot(ns[2],d[2])>0) ))
+ {
+ // Make sure sides are oriented correctly.
+ int i0 = faces_light ? v0 : v1;
+ int i1 = faces_light ? v1 : v0;
+
+ v[0] = gl_PositionIn[i0];
+ v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0);
+ v[2] = gl_PositionIn[i1];
+ v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0);
+
+ emitQuad(v);
+ }
+ }
+}
+
+void main()
+{
+ // Output
+ emitPrimitives(0);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl new file mode 100644 index 0000000000..34d26cddea --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl @@ -0,0 +1,70 @@ +/** + * @file class3/deferred/gatherSkyShF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec2 vary_frag; + +uniform vec2 screen_res; +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +void main() +{ + vec2 offset = vec2(2.0) / screen_res; + + vec4 r = vec4(0); + vec4 g = vec4(0); + vec4 b = vec4(0); + + vec2 tc = vary_frag * 2.0; + + r += texture2D(sh_input_r, tc + vec2(0, 0)); + r += texture2D(sh_input_r, tc + vec2(offset.x, 0)); + r += texture2D(sh_input_r, tc + vec2(0, offset.y)); + r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y)); + r /= 4.0f; + + g += texture2D(sh_input_g, tc + vec2(0, 0)); + g += texture2D(sh_input_g, tc + vec2(offset.x, 0)); + g += texture2D(sh_input_g, tc + vec2(0, offset.y)); + g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y)); + g /= 4.0f; + + b += texture2D(sh_input_b, tc + vec2(0, 0)); + b += texture2D(sh_input_b, tc + vec2(offset.x, 0)); + b += texture2D(sh_input_b, tc + vec2(0, offset.y)); + b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y)); + b /= 4.0f; + + frag_data[0] = r; + frag_data[1] = g; + frag_data[2] = b; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl new file mode 100644 index 0000000000..337c8a50fe --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl @@ -0,0 +1,40 @@ +/** + * @file gatherSkyShV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_frag; +uniform vec2 screen_res; + +void main() +{ + // pass through untransformed fullscreen pos + float oo_divisor = screen_res.x / 64.0; + vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0); + gl_Position = vec4(pos.xyz, 1.0); + vary_frag = texcoord0 * oo_divisor; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl new file mode 100644 index 0000000000..c02e6d1e57 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl @@ -0,0 +1,112 @@ +/** + * @file class3/deferred/genSkyShF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec2 vary_frag; + +uniform vec3 sun_dir; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform vec4 gamma; + +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 calcDirection(vec2 tc) +{ + float phi = tc.y * 2.0 * 3.14159265; + float cosTheta = sqrt(1.0 - tc.x); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); +} + +// reverse mapping above to convert a hemisphere direction into phi/theta values +void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) +{ + float sin_theta; + float cos_theta; + cos_theta = dir.z; + theta = acos(cos_theta); + sin_theta = sin(theta); + phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; +} + +// reverse mapping above to convert a hemisphere direction into an SH texture sample pos +vec2 calcShUvFromDirection(vec3 dir) +{ + vec2 uv; + float phi; + float theta; + getPhiAndThetaFromDirection(dir, phi, theta); + uv.y = phi / 2.0 * 3.14159265; + uv.x = theta / 2.0 * 3.14159265; + return uv; +} + +void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) +{ + coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); + coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); + coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); +} + +void main() +{ + float Y00 = sqrt(1.0 / 3.14159265) * 0.5; + float Y1x = sqrt(3.0 / 3.14159265) * 0.5; + float Y1y = Y1x; + float Y1z = Y1x; + + vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); + + vec3 view_direction = calcDirection(vary_frag); + vec3 sun_direction = normalize(sun_dir); + vec3 cam_pos = vec3(0, 0, 6360); + + vec3 transmittance; + vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); + + vec3 color = vec3(1.0) - exp(-radiance * 0.0001); + + color = pow(color, vec3(1.0/2.2)); + + vec4 coeffs[3]; + coeffs[0] = vec4(0); + coeffs[1] = vec4(0); + coeffs[2] = vec4(0); + + projectToL1(view_direction, color.rgb, L1, coeffs); + + frag_data[0] = coeffs[0]; + frag_data[1] = coeffs[1]; + frag_data[2] = coeffs[2]; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl new file mode 100644 index 0000000000..b466883dc7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl @@ -0,0 +1,37 @@ +/** + * @file genSkyShV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_frag; + +void main() +{ + // pass through untransformed fullscreen pos + gl_Position = vec4(position.xyz, 1.0); + vary_frag = texcoord0; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl new file mode 100644 index 0000000000..33c5667cae --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl @@ -0,0 +1,44 @@ +/** + * @file class3/deferred/indirect.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetIndirect(vec3 norm) +{ + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), + dot(l1g, l1tap * vec4(1, norm.xyz)), + dot(l1b, l1tap * vec4(1, norm.xyz))); + indirect = clamp(indirect, vec3(0), vec3(1.0)); + return indirect; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl new file mode 100644 index 0000000000..8bb3f07fc6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl @@ -0,0 +1,117 @@ +/** + * @file lightInfo.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 + * $/LicenseInfo$ + */ + +struct DirectionalLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedLightDirection; + vec3 normalizedToLight; + float lightIntensity; + vec3 lightDiffuseColor; + float specExponent; + float shadow; +}; + +struct SpotLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedLightDirection; + vec3 normalizedToLight; + float lightIntensity; + float attenuation; + float distanceToLight; + vec3 lightDiffuseColor; + float innerHalfAngleCos; + float outerHalfAngleCos; + float spotExponent; + float specExponent; + float shadow; +}; + +struct PointLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedToLight; + float lightIntensity; + float attenuation; + float distanceToLight; + vec3 lightDiffuseColor; + float lightRadius; + float specExponent; + vec3 worldspaceLightDirection; + float shadow; +}; + +float attenuate(float attenuationSelection, float distanceToLight) +{ +// LLRENDER_REVIEW +// sh/could eventually consume attenuation func defined in texture + return (attenuationSelection == 0.0f) ? 1.0f : // none + (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten + (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten + : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten +} + + +vec3 lightDirectional(struct DirectionalLightInfo dli) +{ + float lightIntensity = dli.lightIntensity; + lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection); + //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix); + return lightIntensity * dli.lightDiffuseColor; +} + + +vec3 lightSpot(struct SpotLightInfo sli) +{ + float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos); + float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0); + float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent); + float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight); + float lightIntensity = sli.lightIntensity; + lightIntensity *= distanceAttenuation; + lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0); + lightIntensity *= coneAttenFactor; + lightIntensity *= sli.shadow; + return lightIntensity * sli.lightDiffuseColor; +} + +vec3 lightPoint(struct PointLightInfo pli) +{ + float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius + float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight); + float lightIntensity = pli.lightIntensity; + lightIntensity*= distanceAttenuation; + lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0); + lightIntensity *= pli.shadow; + lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0); + return lightIntensity * pli.lightDiffuseColor; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl new file mode 100644 index 0000000000..ca9ce3a2e1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl @@ -0,0 +1,37 @@ +/** + * @file pointShadowBlur.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 + * $/LicenseInfo$ + */ + +uniform samplerCube cube_map; + +in vec3 to_vec; + +out vec4 fragColor; + +void main() +{ + vec4 vcol = texture(cube_map, to_vec); + fragColor = vec4(vcol.rgb, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl new file mode 100644 index 0000000000..c8991f7a18 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl @@ -0,0 +1,73 @@ +/** + * @file class3/deferred/shVisF.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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; +#else + #define frag_color gl_FragColor +#endif + +///////////////////////////////////////////////////////////////////////// +// Fragment shader for L1 SH debug rendering +///////////////////////////////////////////////////////////////////////// + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +uniform mat3 inv_modelviewprojection; + +VARYING vec4 vary_pos; + +void main(void) +{ + vec2 coord = vary_pos.xy + vec2(0.5,0.5); + + coord.x *= (1.6/0.9); + + if (dot(coord, coord) > 0.25) + { + discard; + } + + vec4 n = vec4(coord*2.0, 0.0, 1); + //n.y = -n.y; + n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); + //n.xyz = inv_modelviewprojection * n.xyz; + + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 indirect = vec3( + dot(l1r, l1tap * n), + dot(l1g, l1tap * n), + dot(l1b, l1tap * n)); + + //indirect = pow(indirect, vec3(0.45)); + indirect *= 3.0; + + frag_color = vec4(indirect, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl new file mode 100644 index 0000000000..8f32dfde79 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl @@ -0,0 +1,33 @@ +/** + * @file class3/deferred/shVisV.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 + * $/LicenseInfo$ + */ +ATTRIBUTE vec3 position; +VARYING vec4 vary_pos; + +void main() +{ + // Output + vary_pos = vec4(position, 1); + gl_Position = vary_pos; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl new file mode 100644 index 0000000000..01599d81c4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl @@ -0,0 +1,58 @@ +/** + * @file shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 pos; + +vec4 computeMoments(float depth, float a); + +void main() +{ + float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + + frag_color = computeMoments(length(pos), float a); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl new file mode 100644 index 0000000000..3fb2bafca4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl @@ -0,0 +1,66 @@ +/** + * @file shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float target_pos_x; +VARYING vec4 pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + pos_w = pos.w; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl new file mode 100644 index 0000000000..d6ed5b6bb0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl @@ -0,0 +1,74 @@ +/** + * @file class3/deferred/shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec4 getPosition(vec2 screen_coord); +vec4 computeMoments(float depth, float a); + +void main() +{ + vec4 pos = getPosition(vary_texcoord0.xy); + + float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + + if (alpha < 0.05) // treat as totally transparent + { + discard; + } + + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + { + discard; + } + } + + frag_color = computeMoments(length(pos.xyz), alpha); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif + +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl new file mode 100644 index 0000000000..bc7fe003f2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl @@ -0,0 +1,67 @@ +/** + * @file class3/deferred/shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + + pos = modelview_projection_matrix * pre_pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl new file mode 100644 index 0000000000..923de09ada --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl @@ -0,0 +1,50 @@ +/** + * @file class3/deferred/shadowCubeV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +uniform vec3 box_center; +uniform vec3 box_size; + +void main() +{ + //transform vertex + vec3 p = position*box_size+box_center; + vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); + +#if !DEPTH_CLAMP + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl new file mode 100644 index 0000000000..5a6c8728c0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl @@ -0,0 +1,49 @@ +/** + * @file class3/deferred/shadowF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; + +vec4 computeMoments(float depth, float a); + +void main() +{ + frag_color = computeMoments(length(pos), 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..2f69a353e8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl @@ -0,0 +1,157 @@ +/** + * @file class3/deferred/shadowUtil.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 + * $/LicenseInfo$ + */ + +uniform sampler2D shadowMap0; +uniform sampler2D shadowMap1; +uniform sampler2D shadowMap2; +uniform sampler2D shadowMap3; +uniform sampler2D shadowMap4; +uniform sampler2D shadowMap5; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +float getDepth(vec2 screenpos); +vec3 getNorm(vec2 screenpos); +vec4 getPosition(vec2 pos_screen); + +float ReduceLightBleeding(float p_max, float Amount) +{ + return smoothstep(Amount, 1, p_max); +} + +float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) +{ + float p = (t <= m.x) ? 1.0 : 0.0; + + float v = m.y - (m.x*m.x); + v = max(v, min_v); + + float d = t - m.x; + + float p_max = v / (v + d*d); + + p_max = ReduceLightBleeding(p_max, Amount); + + return max(p, p_max); +} + +vec4 computeMoments(float depth, float a) +{ + float m1 = depth; + float dx = dFdx(depth); + float dy = dFdy(depth); + float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); + return vec4(m1, m2, a, max(dx, dy)); +} + +float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); +} + +float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + lpos.xyz /= lpos.w; + lpos.xy *= 0.5; + lpos.xy += 0.5; + return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); +} + +#if VSM_POINT_SHADOWS +float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) +{ + vec4 moments = textureCube(shadow_cube_map, light_direction); + return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); +} +#endif + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + vec4 spos = vec4(pos,1.0); + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + + float shadow = 0.0f; + float weight = 1.0; + + if (spos.z < near_split.z) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); + weight += 1.0f; + } + if (spos.z < near_split.y) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); + weight += 1.0f; + } + if (spos.z < near_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); + weight += 1.0f; + } + if (spos.z > far_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); + weight += 1.0f; + } + + shadow /= weight; + + return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + pos += norm * spot_shadow_offset; + return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl new file mode 100644 index 0000000000..9a5edaf091 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl @@ -0,0 +1,62 @@ +/** + * @file class3/deferred/shadowV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; +uniform mat4 texture_matrix0; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + + pos = modelview_projection_matrix * pre_pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ecf6858136..9411e905d3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -40,15 +40,13 @@ uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform sampler2D lightFunc; -uniform float blur_size; uniform samplerCube environmentMap; - +uniform float blur_size; uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; -uniform vec4 gamma; uniform float cloud_shadow; uniform float max_y; uniform vec4 glow; @@ -78,12 +76,7 @@ vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irrad vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 scaleSoftClipFrag(vec3 c); -vec3 fullbrightScaleSoftClipFrag(vec3 c); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); -vec3 decode_normal (vec2 enc); - +vec3 decode_normal(vec2 xy); vec3 ColorFromRadiance(vec3 radiance); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); @@ -95,32 +88,31 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec3 pos = getPositionWithDepth(tc, depth).xyz; + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - - float light_gamma = 1.0/1.3; + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + da = pow(da, global_gamma + 0.3); - vec4 diffuse = texture2DRect(diffuseRect, tc); // linear + vec4 diffuse = texture2DRect(diffuseRect, tc); // linear - vec3 col; - float bloom = 0.0; - { + vec3 col; + float bloom = 0.0; + { vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +// scol_ambocc = pow(scol_ambocc, vec3(global_gamma + 0.3)); - float scol = max(scol_ambocc.r, diffuse.a); + float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; + float ambocc = scol_ambocc.g; vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); vec4 l1r = texture2D(sh_input_r, vec2(0,0)); @@ -145,46 +137,44 @@ void main() col *= transmittance; col *= diffuse.rgb; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - col = mix(col, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } + + col = mix(col, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); vec3 refcol = ColorFromRadiance(radiance_sun); - col = mix(col.rgb, refcol, envIntensity); - } - - /*if (norm.w < 0.5) - { - col = scaleSoftClipFrag(col); - }*/ - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - col = pow(col, vec3(light_gamma)); - } - - frag_color.rgb = col; - frag_color.a = bloom; + col = mix(col.rgb, refcol, envIntensity); + } + + /*if (norm.w < 0.5) + { + col = scaleSoftClipFrag(col); + }*/ + + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + } + + frag_color.rgb = col; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index 894534b105..e230ebb71c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -1,5 +1,5 @@ /** - * @file sunLightF.glsl + * @file class3\deferred\sunLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -35,197 +35,24 @@ out vec4 frag_color; //class 2, shadows, no SSAO -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DShadow shadowMap4; -uniform sampler2DShadow shadowMap5; - - // 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 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); vec3 getNorm(vec2 pos_screen); -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2D(shadowMap, stc.xyz).x; - - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - - return shadow*0.2; -} - -float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; - stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - - float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; - - vec2 off = 1.0/proj_shadow_res; - off.y *= 1.5; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; - - return shadow*0.2; -} +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); void main() { vec2 pos_screen = vary_fragcoord.xy; 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 - { - frag_color = vec4(0.0); // doesn't matter - return; - }*/ - - float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); - - vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); - - if (spos.z > -shadow_clip.w) - { - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - 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; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - 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; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - 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; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - 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; - weight += w; - } - - - shadow /= weight; - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - //lpos.xy /= lpos.w*32.0; - //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) - //{ - // shadow = 0.0; - //} - - } - } - else - { - // more distant than the shadow map covers - shadow = 1.0; - } - - frag_color[0] = shadow; - frag_color[1] = 1.0; - - spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfSpotShadow(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.rgb = pos.xyz; - //frag_color.b = shadow; + frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + frag_color.g = 1.0f; + frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); + frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl index 0870a80a32..342a2ff3ed 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -1,5 +1,5 @@ /** - * @file sunLightSSAOF.glsl + * @file class3\deferred\sunLightSSAOF.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. @@ -34,200 +34,28 @@ out vec4 frag_color; //class 2 -- shadows and SSAO -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -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 vec2 shadow_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen); - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; - float cs = shadow2D(shadowMap, stc.xyz).x; - - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - return shadow*0.2; -} - -float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; - stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - - float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; - - vec2 off = 1.0/proj_shadow_res; - off.y *= 1.5; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; - - return shadow*0.2; -} +//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; + vec2 pos_screen = vary_fragcoord.xy; 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 - { - frag_color = vec4(0.0); // doesn't matter - return; - }*/ - - float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); - - vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); - - if (spos.z > -shadow_clip.w) - { - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - 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; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - 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; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - 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; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - 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; - weight += w; - } - - - shadow /= weight; - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - //lpos.xy /= lpos.w*32.0; - //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) - //{ - // shadow = 0.0; - //} - - } - } - else - { - // more distant than the shadow map covers - shadow = 1.0; - } - - frag_color[0] = shadow; - frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); - - spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfSpotShadow(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.rgb = pos.xyz; - //frag_color.b = shadow; + 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); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..693af31bf2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl @@ -0,0 +1,59 @@ +/** + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform float minimum_alpha; + +uniform sampler2D diffuseMap; + +VARYING vec4 pos; +VARYING vec2 vary_texcoord0; + +vec4 computeMoments(float d, float a); + +void main() +{ + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + + if (alpha < minimum_alpha) + { + discard; + } + + frag_color = computeMoments(length(pos), 1.0); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0); +#endif + +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..15e769ac10 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl @@ -0,0 +1,43 @@ +/** + * @file treeShadowV.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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 pos; +VARYING vec2 vary_texcoord0; + +void main() +{ + //transform vertex + pos = modelview_projection_matrix*vec4(position.xyz, 1.0); + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl new file mode 100644 index 0000000000..9d18d1afd8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl @@ -0,0 +1,118 @@ +/** + * @file underWaterF.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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); + +vec2 encode_normal(vec3 n); + +vec4 applyWaterFog(vec4 color, vec3 viewVec) +{ + //normalize view vector + vec3 view = normalize(viewVec); + float es = -view.z; + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + //get object depth + float depth = length(viewVec); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + return color * D + kc * L; +} + +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + distort = distort+wavef.xy*refScale; + + vec4 fb = texture2D(screenTex, distort); + + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse + frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl new file mode 100644 index 0000000000..2a144ba23a --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl @@ -0,0 +1,175 @@ +/** + * @file waterF.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_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +uniform sampler2D screenTex; +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position; + +vec3 scaleSoftClip(vec3 c); +vec3 srgb_to_linear(vec3 cs); +vec2 encode_normal(vec3 n); + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); + //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); + //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); + vec3 n = normalize(mix(bump1, bump2, blend_factor)); + return n; +} + +void main() +{ + vec4 color; + float dist = length(view.xy); + + //normalize view vector + vec3 viewVec = normalize(view.xyz); + + //get wave normals + vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + + vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + //get reflected color + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); + + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + + refcol = mix(baseCol*df2, refcol, dweight); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); + + //figure out distortion vector (ripply) + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); + + color.rgb *= 2.0f; + color.rgb = scaleSoftClip(color.rgb); + + vec4 pos = vary_position; + + color.rgb += spec * specular; + color.a = spec * sunAngle2; + + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + + frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[1] = vec4(spec * specular, spec); // speccolor, spec + frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0 +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl new file mode 100644 index 0000000000..02000d90ca --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl @@ -0,0 +1,95 @@ +/** + * @file waterV.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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + + +uniform vec2 d1; +uniform vec2 d2; +uniform float time; +uniform vec3 eyeVec; +uniform float waterHeight; + +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; + +VARYING vec4 vary_position; + +float wave(vec2 v, float t, float f, vec2 d, float s) +{ + return (dot(d, v)*f + t*s)*f; +} + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + mat4 modelViewProj = modelview_projection_matrix; + + vec4 oPosition; + + //get view vector + vec3 oEyeVec; + oEyeVec.xyz = pos.xyz-eyeVec; + + float d = length(oEyeVec.xy); + float ld = min(d, 2560.0); + + pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; + view.xyz = oEyeVec; + + d = clamp(ld/1536.0-0.5, 0.0, 1.0); + d *= d; + + oPosition = vec4(position, 1.0); + oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); + vary_position = modelview_matrix * oPosition; + oPosition = modelViewProj * oPosition; + + refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); + + //get wave position parameter (create sweeping horizontal waves) + vec3 v = pos.xyz; + v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; + + //push position for further horizon effect. + pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); + pos.w = 1.0; + pos = modelview_matrix*pos; + + //pass wave parameters to pixel shader + vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; + //get two normal map (detail map) texture coordinates + littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; + littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; + view.w = bigWave.y; + refCoord.w = bigWave.x; + + gl_Position = oPosition; +} diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 9c050256dc..90ab5d2793 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -61,14 +61,17 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } -vec3 atmosTransport(vec3 light) { - return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +vec3 atmosTransport(vec3 light) +{ + return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } -vec3 fullbrightAtmosTransport(vec3 light) { - return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation()); +vec3 fullbrightAtmosTransport(vec3 light) +{ + return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } -vec3 fullbrightShinyAtmosTransport(vec3 light) { - return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +vec3 fullbrightShinyAtmosTransport(vec3 light) +{ + return fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } |