From 536e38ad51b89808f26d8e3cd107fe093862d22a Mon Sep 17 00:00:00 2001 From: David Parks Date: Tue, 22 Sep 2009 11:11:45 +0000 Subject: Merging render-pipeline-6-qa-2 into viewer-2 Self reviewed. --- .../shaders/class1/deferred/sunLightF.glsl | 111 ++++++++++++++++----- 1 file changed, 86 insertions(+), 25 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index d43fe6ca95..22bdd2c7f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -7,17 +7,21 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect positionMap; -uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRectShadow shadowMap4; +uniform sampler2DRectShadow shadowMap5; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + + // Inputs -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; @@ -27,6 +31,25 @@ uniform float ssao_factor_inv; varying vec2 vary_fragcoord; varying vec4 vary_light; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + 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; +} + //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { @@ -54,7 +77,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = texture2DRect(positionMap, samppos_screen).xyz; + vec3 samppos_world = getPosition(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); @@ -74,14 +97,18 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - return 1.0 - (float(points != 0) * angle_hidden); + return (1.0 - (float(points != 0) * angle_hidden)); } void main() { vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = vec4(texture2DRect(positionMap, pos_screen).xyz, 1.0); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -90,35 +117,45 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); + + //vec3 debug = vec3(0,0,0); + 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 if (pos.z > -shadow_clip.w) + else if (spos.z > -shadow_clip.w) { - if (pos.z < -shadow_clip.z) + vec4 lpos; + + if (spos.z < -shadow_clip.z) { - vec4 lpos = shadow_matrix[3]*pos; - shadow = shadow2DProj(shadowMap3, lpos).x; + lpos = shadow_matrix[3]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap3, lpos).x; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (pos.z < -shadow_clip.y) + else if (spos.z < -shadow_clip.y) { - vec4 lpos = shadow_matrix[2]*pos; - shadow = shadow2DProj(shadowMap2, lpos).x; + lpos = shadow_matrix[2]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap2, lpos).x; } - else if (pos.z < -shadow_clip.x) + else if (spos.z < -shadow_clip.x) { - vec4 lpos = shadow_matrix[1]*pos; - shadow = shadow2DProj(shadowMap1, lpos).x; + lpos = shadow_matrix[1]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap1, lpos).x; } else { - vec4 lpos = shadow_matrix[0]*pos; - shadow = shadow2DProj(shadowMap0, lpos).x; + lpos = shadow_matrix[0]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap0, lpos).x; } // take the most-shadowed value out of these two: @@ -126,6 +163,17 @@ void main() // * 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); + + /*debug.r = lpos.y / (lpos.w*screen_res.y); + + lpos.xy /= lpos.w*32.0; + if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + { + debug.gb = vec2(0.5, 0.5); + } + + debug += (1.0-shadow)*0.5;*/ + } else { @@ -135,5 +183,18 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - //gl_FragColor[2] is unused as of August 2008, may be used for debugging + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + lpos.xy *= screen_res; + gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x; + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + lpos.xy *= screen_res; + gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x; + + //gl_FragColor.rgb = pos.xyz; + //gl_FragColor.b = shadow; + //gl_FragColor.rgb = debug; } -- cgit v1.2.3