/** * @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 #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 vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; 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 vec3 vary_PositionEye; vec3 vary_SunlitColor; vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; 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]; vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); bvec3 lte = lessThanEqual(cs,vec3(0.04045)); #ifdef OLD_SELECT vec3 result; result.r = lte.r ? low_range.r : high_range.r; result.g = lte.g ? low_range.g : high_range.g; result.b = lte.b ? low_range.b : high_range.b; return result; #else return mix(high_range, low_range, lte); #endif } vec3 linear_to_srgb(vec3 cl) { cl = clamp(cl, vec3(0), vec3(1)); vec3 low_range = cl * 12.92; vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; bvec3 lt = lessThan(cl,vec3(0.0031308)); #ifdef OLD_SELECT vec3 result; result.r = lt.r ? low_range.r : high_range.r; result.g = lt.g ? low_range.g : high_range.g; result.b = lt.b ? low_range.b : high_range.b; return result; #else return mix(high_range, low_range, lt); #endif } vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); return n.xy / f + 0.5; } vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); vec3 n; n.xy = fenc*g; n.z = 1-f/2; return n; } 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 #ifdef WATER_FOG uniform vec4 waterPlane; uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; vec4 applyWaterFogDeferred(vec3 pos, vec4 color) { //normalize view vector vec3 view = normalize(pos); float es = -(dot(view, waterPlane.xyz)); //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); //get object depth float depth = length(pos - int_v); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity; float ks = waterFogKS; vec4 kc = waterFogColor; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; color.a = kc.a + color.a; return color; } #endif vec3 getSunlitColor() { return vary_SunlitColor; } vec3 getAmblitColor() { return vary_AmblitColor; } vec3 getAdditiveColor() { return vary_AdditiveColor; } vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; } void setPositionEye(vec3 v) { vary_PositionEye = v; } void setSunlitColor(vec3 v) { vary_SunlitColor = v; } void setAmblitColor(vec3 v) { vary_AmblitColor = v; } void setAdditiveColor(vec3 v) { vary_AdditiveColor = v; } void setAtmosAttenuation(vec3 v) { vary_AtmosAttenuation = v; } void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; setPositionEye(P); vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); float Plen = length(P); vec4 temp1 = vec4(0); vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; vec4 sunlight = sunlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); temp2.y = 1. / temp2.y; sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); //compute haze glow //(can use temp2.x as temp because we haven't used it yet) temp2.x = dot(Pn, tmpLightnorm.xyz); temp2.x = 1. - temp2.x; //temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .03); //was glow.y //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) temp2.x *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") temp2.x = pow(temp2.x, glow.z); //glow.z should be negative, so we're doing a sort of (1 / "angle") function //add "minimum anti-solar illumination" temp2.x += .25; //increase ambient when there are more clouds vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html * // The following line of code performs the equivalent of: * float ambAlpha = tmpAmbient.a; * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); */ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); //haze color setAdditiveColor( vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient setSunlitColor(vec3(sunlight * .5)); setAmblitColor(vec3(tmpAmbient * .25)); setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) { light *= getAtmosAttenuation().r; light += getAdditiveColor(); return (2.0 * light); } vec3 atmosTransport(vec3 light) { light *= getAtmosAttenuation().r; light += getAdditiveColor() * 2.0; return light; } vec3 atmosGetDiffuseSunlightColor() { return getSunlitColor(); } vec3 scaleDownLight(vec3 light) { return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); } vec3 scaleUpLight(vec3 light) { return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); } vec3 atmosAmbient(vec3 light) { return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); } vec3 atmosAffectDirectionalLight(float lightIntensity) { return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); } vec3 scaleSoftClip(vec3 light) { //soft clip effect: vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); vec3 ones = vec3(1.0f, 1.0f, 1.0f); light = ones - clamp(light, zeroes, ones); light = ones - pow(light, gamma.xxx); return light; } vec3 fullbrightAtmosTransport(vec3 light) { float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); } vec3 fullbrightScaleSoftClip(vec3 light) { //soft clip effect: return light; } 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; #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; calcAtmospherics(pos.xyz, 1.0); 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 = atmosAmbient(color.rgb); color.a = final_alpha; float ambient = abs(da); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); color.rgb *= ambient; color.rgb += atmosAffectDirectionalLight(final_da); color.rgb *= gamma_diff.rgb; //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(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 = applyWaterFogDeferred(pos.xyz, color); #endif #endif frag_color = color; }