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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl43
2 files changed, 42 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 7d3b546d3e..60d4dae99f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -44,6 +44,11 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+vec3 getKern(int i)
+{
+ return kern[i];
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -68,35 +73,38 @@ void main()
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
- tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+ float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
+ tc_mod -= floor(tc_mod);
+ tc_mod *= 2.0;
+ tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc + kern[i].z*dlt;
+ vec2 samptc = tc + getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
+ col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
+ defined_weight += getKern(i).xy;
}
}
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc - kern[i].z*dlt;
+ vec2 samptc = tc - getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
+ col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
+ defined_weight += getKern(i).xy;
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 5b207ab558..6b420833b9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -40,6 +40,7 @@ uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
+
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
@@ -49,12 +50,12 @@ uniform float ssao_factor;
uniform float ssao_factor_inv;
VARYING vec2 vary_fragcoord;
-uniform vec3 sun_dir;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -75,11 +76,8 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
+vec2 getKern(int i)
{
- float ret = 1.0;
-
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
@@ -90,22 +88,30 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0;
- int points = 0;
+ float points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
+
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
-
+
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
@@ -113,17 +119,21 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
}
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
return min(ret, 1.0);
}
@@ -160,7 +170,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
return shadow/5.0;
//return shadow;
@@ -253,7 +262,7 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- spos.xyz = shadow_pos+norm*spot_shadow_offset;
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;