/** * @file class1/deferred/deferredUtil.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 * $/LicenseInfo$ */ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; uniform sampler2D noiseMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; uniform float ssao_radius; uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; uniform float spot_shadow_bias; uniform float spot_shadow_offset; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 decode_normal(vec2 enc); vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; if (screen_res.x > 0 && screen_res.y > 0) { sc /= screen_res; } return sc - vec2(1.0, 1.0); } vec3 getNorm(vec2 screenpos) { vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; return decode_normal(enc_norm); } float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; return depth; } vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); vec2 sc = getScreenCoordinate(pos_screen); 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; } #if USE_DEFERRED_SHADER_API vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); 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; } float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias * bias_scale; stc.x = floor(stc.x*pos_screen.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; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; return shadow*0.2; } float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); float dp_directional_light = max(dp_sun,dp_moon); dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; vec3 offset = light_dir * (1.0-dp_directional_light); vec3 shadow_pos = pos.xyz + (offset * shadow_bias); float shadow = 0.0f; vec4 spos = vec4(shadow_pos,1.0); if (spos.z > -shadow_clip.w) { 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, 0.5, pos_screen)*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, 0.75, pos_screen)*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, 0.88, pos_screen)*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, 1.0, pos_screen)*w; weight += w; } shadow /= weight; } return shadow; } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) { float shadow = 0.0f; pos += norm * spot_shadow_offset; vec4 spos = vec4(pos,1.0); if (spos.z > -shadow_clip.w) { 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; { lpos = shadow_matrix[4 + index]*spos; float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } shadow /= weight; } return shadow; } vec2 getKern(int i) { vec2 kern[8]; // exponentially (^2) distant occlusion samples spread around origin kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; kern[1] = vec2(1.0, 0.0) * 0.250*0.250; kern[2] = vec2(0.0, 1.0) * 0.375*0.375; kern[3] = vec2(0.0, -1.0) * 0.500*0.500; kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; 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, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; float angle_hidden = 0.0; 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(getKern(i), noise_reflect); vec3 samppos_world = getPosition(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area // --> 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) 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" float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; points = points + diffz_val; } 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); } #endif