/** * @file giF.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 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2D noiseMap; uniform sampler2D diffuseGIMap; uniform sampler2D normalGIMap; uniform sampler2D depthGIMap; uniform sampler2D lightFunc; // Inputs VARYING vec2 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space uniform float gi_radius; uniform float gi_intensity; uniform int gi_samples; uniform vec2 gi_kern[25]; uniform vec2 gi_scale; uniform vec3 gi_quad; uniform vec3 gi_spec; uniform float gi_direction_weight; uniform float gi_light_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; } vec4 getGIPosition(vec2 gi_tc) { float depth = texture2D(depthGIMap, gi_tc).a; vec2 sc = gi_tc*2.0; sc -= vec2(1.0, 1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = gi_inv_proj*ndc; pos.xyz /= pos.w; pos.w = 1.0; return pos; } vec3 giAmbient(vec3 pos, vec3 norm) { vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); gi_c.xyz /= gi_c.w; vec4 gi_pos = gi_mat*vec4(pos,1.0); vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; gi_norm = normalize(gi_norm); vec2 tcx = gi_norm.xy; vec2 tcy = gi_norm.yx; vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w); //vec3 eye_dir = vec3(0,0,-1); //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz; //eye_dir = normalize(eye_dir); //float round_x = gi_scale.x; //float round_y = gi_scale.y; vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5; debug.xz = vec2(0.0,0.0); //debug = fract(debug); float round_x = 1.0/64.0; float round_y = 1.0/64.0; //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x; //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y; float fda = 0.0; vec3 fdiff = vec3(0,0,0); vec3 rcol = vec3(0,0,0); float fsa = 0.0; for (int i = -1; i < 2; i+=2 ) { for (int j = -1; j < 2; j+=2) { vec2 tc = vec2(i, j)*0.75; vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz; //tc += gi_norm.xy*nz.z; tc += nz.xy*2.0; tc /= gi_samples; tc += gi_c.xy; vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); vec3 lpos = getGIPosition(tc.xy).xyz; vec3 at = lpos-gi_pos.xyz; float dist = dot(at,at); float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0); if (da > 0.0) { //add angular attenuation vec3 ldir = at; float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0); float ld = -dot(ldir, lnorm); if (ang_atten > 0.0 && ld < 0.0) { vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz; da = da*ang_atten; fda += da; fdiff += diff*da; } } } } fdiff /= max(gi_spec.y*fda, gi_quad.z); fdiff = clamp(fdiff, vec3(0), vec3(1)); vec3 ret = fda*fdiff; //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z; //fda *= nz.z; //rcol.rgb *= gi_intensity; //return rcol.rgb+vary_AmblitColor.rgb*0.25; //return vec4(debug, 0.0); //return vec4(fda*fdiff, 0.0); return clamp(ret,vec3(0.0), vec3(1.0)); //return debug.xyz; } void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm frag_color.xyz = giAmbient(pos, norm); }