/** * @file alphaF.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]*/ #define INDEXED 1 #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform float display_gamma; uniform vec4 gamma; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; #if HAS_SHADOW uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform vec2 shadow_res; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; #endif #ifdef USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; #ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec2 encode_normal (vec3 n); vec3 decode_normal (vec2 enc); vec3 scaleFragSoftClip(vec3 l); vec3 atmosFragAmbient(vec3 light, vec3 sunlit); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); a = pow(a, 1.0/1.3); return vec3(a,a,a); } vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = length(lv); float da = 1.0; vec3 col = vec3(0); if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector lv = normalize(lv); //distance attenuation float dist = d/la; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation da *= max(dot(n, lv), 0.0); float lit = max(da * dist_atten,0.0); col = light_col * lit * diffuse; // no spec for alpha shader... } return max(col, vec3(0.0,0.0,0.0)); } #if HAS_SHADOW float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic 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(-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; } #endif void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); float shadow = 1.0; #if HAS_SHADOW vec4 spos = pos; if (spos.z > -shadow_clip.w) { shadow = 0.0; 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)*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)*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)*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)*w; weight += w; } shadow /= weight; } else { shadow = 1.0; } #endif #ifdef USE_INDEXED_TEX vec4 diff = diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif #ifdef FOR_IMPOSTOR vec4 color; color.rgb = diff.rgb; color.a = 1.0; #ifdef USE_VERTEX_COLOR float final_alpha = diff.a * vertex_color.a; diff.rgb *= vertex_color.rgb; #else float final_alpha = diff.a; #endif // Insure we don't pollute depth with invis pixels in impostor rendering // if (final_alpha < 0.01) { discard; } #else #ifdef USE_VERTEX_COLOR float final_alpha = diff.a * vertex_color.a; diff.rgb *= vertex_color.rgb; #else float final_alpha = diff.a; #endif vec4 gamma_diff = diff; diff.rgb = srgb_to_linear(diff.rgb); vec3 norm = vary_norm; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec2 abnormal = encode_normal(norm.xyz); norm.xyz = decode_normal(abnormal.xy); float da = dot(norm.xyz, sun_dir.xyz); float final_da = da; final_da = min(final_da, shadow); final_da = max(final_da, 0.0f); final_da = min(final_da, 1.0f); final_da = pow(final_da, 1.0/1.3); vec4 color = vec4(0,0,0,0); color.rgb = atmosFragAmbient(color.rgb, amblit); color.a = final_alpha; float ambient = abs(da); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); color.rgb *= ambient; color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit); color.rgb *= gamma_diff.rgb; //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosFragLighting(color.rgb, additive, atten); color.rgb = scaleFragSoftClip(color.rgb); vec4 light = vec4(0,0,0,0); color.rgb = srgb_to_linear(color.rgb); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) // keep it linear // color.rgb += light.rgb; // straight to display gamma, we're post-deferred // color.rgb = linear_to_srgb(color.rgb); #ifdef WATER_FOG color = applyWaterFogView(pos.xyz, color); #endif #endif frag_color = color; }