diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 190 | 
1 files changed, 164 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 6958841d05..5bb64e18a7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -28,6 +28,8 @@  /*[EXTRA_CODE_HERE]*/ +#define REFMAP_COUNT 8 +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -40,9 +42,13 @@ uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform samplerCube   environmentMap; -uniform samplerCube   reflectionMap; +uniform samplerCube   reflectionMap[REFMAP_COUNT];  uniform sampler2D     lightFunc; +uniform int refmapCount; + +uniform vec3 refOrigin[REFMAP_COUNT]; +  uniform float blur_size;  uniform float blur_fidelity; @@ -74,8 +80,136 @@ vec3 srgb_to_linear(vec3 c);  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif + + +// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection + +// original reference implementation: +/* +bool intersect(const Ray &ray) const  +{  +        float t0, t1; // solutions for t if the ray intersects  +#if 0  +        // geometric solution +        Vec3f L = center - orig;  +        float tca = L.dotProduct(dir);  +        // if (tca < 0) return false; +        float d2 = L.dotProduct(L) - tca * tca;  +        if (d2 > radius2) return false;  +        float thc = sqrt(radius2 - d2);  +        t0 = tca - thc;  +        t1 = tca + thc;  +#else  +        // analytic solution +        Vec3f L = orig - center;  +        float a = dir.dotProduct(dir);  +        float b = 2 * dir.dotProduct(L);  +        float c = L.dotProduct(L) - radius2;  +        if (!solveQuadratic(a, b, c, t0, t1)) return false;  +#endif  +        if (t0 > t1) std::swap(t0, t1);  +  +        if (t0 < 0) {  +            t0 = t1; // if t0 is negative, let's use t1 instead  +            if (t0 < 0) return false; // both t0 and t1 are negative  +        }  +  +        t = t0;  +  +        return true;  +} */ + +// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +float sphereIntersect(vec3 origin, vec3 dir, vec4 sph ) +{  +        float t0, t1; // solutions for t if the ray intersects  + +        vec3 center = sph.xyz; +        float radius2 = sph.w * sph.w; + +        vec3 L = center - origin;  +        float tca = dot(L,dir); + +        float d2 = dot(L,L) - tca * tca;  + +        float thc = sqrt(radius2 - d2);  +        t0 = tca - thc;  +        t1 = tca + thc;  +  +        return t1;  +}  + +vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) +{ +    float wsum = 0.0; + +    vec3 col = vec3(0,0,0); + +    for (int i = 0; i < refmapCount; ++i) +    //int i = 0; +    { +        float r = 16.0; +        vec3 delta = pos.xyz-refOrigin[i].xyz; +        if (length(delta) < r) +        { +            float w = 1.0/max(dot(delta, delta), r); +            w *= w; +            w *= w; + +            // parallax adjustment +            float d = sphereIntersect(pos, dir, vec4(refOrigin[i].xyz, r)); + +            { +                vec3 v = pos + dir * d; +                v -= refOrigin[i].xyz; +                v = env_mat * v; + +                float min_lod = textureQueryLod(reflectionMap[i],v).y; // lower is higher res +                col += textureLod(reflectionMap[i], v, max(min_lod, lod)).rgb*w; +                wsum += w; +            } +        } +    } + +    if (wsum > 0.0) +    { +        col *= 1.0/wsum; +    } +    else +    { +        // this pixel not covered by a probe, fallback to "full scene" environment map +        vec3 v = env_mat * dir; +        float min_lod = textureQueryLod(environmentMap, v).y; // lower is higher res +        col = textureLod(environmentMap, v, max(min_lod, lod)).rgb; +    } +     +    return col; +} + +vec3 sampleAmbient(vec3 pos, vec3 dir, float lod) +{ +    vec3 col = sampleRefMap(pos, dir, lod); + +    //desaturate +    vec3 hcol = col *0.5; +     +    col *= 2.0; +    col = vec3( +        col.r + hcol.g + hcol.b, +        col.g + hcol.r + hcol.b, +        col.b + hcol.r + hcol.g +    ); +     +    col *= 0.333333; + +    return col*0.6; // fudge darker + +} +  void main()  { +    float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding +      vec2  tc           = vary_fragcoord.xy;      float depth        = texture2DRect(depthMap, tc.xy).r;      vec4  pos          = getPositionWithDepth(tc, depth); @@ -106,25 +240,29 @@ void main()      vec3 atten;      calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); +    //vec3 amb_vec = env_mat * norm.xyz; + +    vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1); +    amblit = mix(ambenv, amblit, amblit);      color.rgb = amblit; +     -    float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); -    ambient *= 0.5; -    ambient *= ambient; -    ambient = (1.0 - ambient); -    color.rgb *= ambient; +    //float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); +    //ambient *= 0.5; +    //ambient *= ambient; +    //ambient = (1.0 - ambient); +    //color.rgb *= ambient;      vec3 sun_contrib = min(da, scol) * sunlit;      color.rgb += sun_contrib;      color.rgb *= diffuse.rgb; -    vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +    vec3 refnormpersp = reflect(pos.xyz, norm.xyz);      vec3 env_vec         = env_mat * refnormpersp; -      if (spec.a > 0.0)  // specular reflection      { -        float sa        = dot(refnormpersp, light_dir.xyz); +        float sa        = dot(normalize(refnormpersp), light_dir.xyz);          vec3  dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);          // add the two types of shiny together @@ -133,28 +271,30 @@ void main()          color.rgb += spec_contrib;          // add reflection map - EXPERIMENTAL WORK IN PROGRESS -        float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding -        float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res - -        //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb; -        vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb; -        //vec3 reflected_color = texture(reflectionMap, env_vec).rgb; -        //vec3 reflected_color = normalize(env_vec)*0.5+0.5; -        reflected_color *= spec.rgb; +         +        float lod = (1.0-spec.a)*reflection_lods; +        vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod); +        reflected_color *= 0.5; // fudge darker, not sure where there's a multiply by two and it's late +        float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); +        fresnel += spec.a; +        fresnel *= fresnel; +        //fresnel *= spec.a; +        reflected_color *= spec.rgb*min(fresnel, 1.0); +        //reflected_color = srgb_to_linear(reflected_color);          vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); - -        color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer); -                          -        //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb); -        //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb); +        color.rgb = mix(reflected_color, color, mixer);      }      color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);      if (envIntensity > 0.0)      {  // add environmentmap -        vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; -        color                = mix(color.rgb, reflected_color, envIntensity); +        vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0); +        float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); +        fresnel *= fresnel; +        fresnel = fresnel * 0.95 + 0.05; +        reflected_color *= fresnel; +        color = mix(color.rgb, reflected_color, envIntensity);      }      if (norm.w < 0.5) @@ -172,6 +312,4 @@ void main()      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream...      frag_color.rgb = srgb_to_linear(color.rgb); -    //frag_color.r = 1.0; -    frag_color.a   = bloom;  }  | 
