diff options
Diffstat (limited to 'indra/newview/app_settings')
22 files changed, 1451 insertions, 11 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 94ce4f6df7..bb5ff19176 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8995,6 +8995,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>RenderDebugSH</key> + <map> + <key>Comment</key> + <string>Enable SH indirect lighting visualization.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderMaxTextureIndex</key> <map> <key>Comment</key> @@ -11959,6 +11970,21 @@ <key>Value</key> <real>0.300000011921</real> </map> + <key>SkyMoonDefaultPosition</key> + <map> + <key>Comment</key> + <string>Default position of sun in sky (direction in world coordinates)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>-1.0</real> + <real>0.0</real> + <real>-0.1</real> + </array> + </map> <key>SkyNightColorShift</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index fef1c5a584..380d382020 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -50,14 +50,7 @@ uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} +float getDepth(vec2 pos_screen); float calc_cof(float depth) { 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..b84d3efbaa 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; |