/** * @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; uniform vec3 moon_dir; #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 int sun_up_factor; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); vec2 encode_normal (vec3 n); vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); #ifdef HAS_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow) { //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) { //normalize light vector lv = normalize(lv); vec3 norm = normalize(n); da = dot(norm, lv); da = clamp(da, 0.0, 1.0); //distance attenuation float dist = (la > 0) ? d/la : 1.0f; fa += 1.0f; float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; dist_atten *= dist_atten; dist_atten *= 2.0f; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 // to match spotLight (but not multiSpotLight) *sigh* float lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse * shadow; float amb_da = ambiance; amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance; amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); col.rgb += amb_da * 0.5 * light_col * diffuse; // no spec for alpha shader... } col = max(col, vec3(0)); return col; } void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); vec3 norm = vary_norm; float shadow = 1.0f; #ifdef HAS_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #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 diff.rgb = srgb_to_linear(diff.rgb); vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec2 abnormal = encode_normal(norm.xyz); vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); final_da = pow(final_da, 1.0/1.3); vec4 color = vec4(0,0,0,0); color.rgb = amblit; color.a = final_alpha; float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = max(0.66, ambient); // keeps shadows dark ambient = 1.0 - ambient; vec3 sun_contrib = min(final_da, shadow) * sunlit; color.rgb *= ambient; vec3 post_ambient = color.rgb; color.rgb += sun_contrib; vec3 post_sunlight = color.rgb; color.rgb *= diff.rgb; vec3 post_diffuse = color.rgb; //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosFragLighting(color.rgb, additive, atten); color.rgb = scaleSoftClipFrag(color.rgb); vec4 light = vec4(0,0,0,0); vec3 prelight_linearish_maybe = 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_attenuation[i].w * 0.5, 1.0); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) vec3 light_linear = light.rgb; // keep it linear // color.rgb += light.rgb; vec3 postlight_linear = color.rgb; //color.rgb = light_linear; color.rgb = linear_to_srgb(color.rgb); #endif #ifdef WATER_FOG color = applyWaterFogView(pos.xyz, color); #endif frag_color = color; }