/** * @file materialF.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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ #define DIFFUSE_ALPHA_MODE_IGNORE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform float emissive_brightness; uniform float display_gamma; #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragAmbient(vec3 l, vec3 ambient); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif #if HAS_SUN_SHADOW uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 shadow_res; uniform float shadow_bias; 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 uniform samplerCube environmentMap; uniform sampler2D lightFunc; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; VARYING vec2 vary_fragcoord; VARYING vec3 vary_position; 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 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return vec3(a,a,a); } vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = length(lv); float da = 1.0; vec3 col = vec3(0,0,0); 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; if (spec.a > 0.0) { //vec3 ref = dot(pos+lv, norm); vec3 h = normalize(lv+npos); float nh = dot(n, h); float nv = dot(n, npos); float vh = dot(npos, h); float sa = nh; float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = lit*scol*light_col.rgb*spec.rgb; col += speccol; float cur_glare = max(speccol.r, speccol.g); cur_glare = max(cur_glare, speccol.b); glare = max(glare, speccol.r); glare += max(cur_glare, 0.0); //col += spec.rgb; } } } return max(col, vec3(0.0,0.0,0.0)); } vec4 getPosition_d(vec2 pos_screen, float depth) { 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; } #else #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif #endif uniform sampler2D diffuseMap; #if HAS_NORMAL_MAP uniform sampler2D bumpMap; #endif #if HAS_SPECULAR_MAP uniform sampler2D specularMap; VARYING vec2 vary_texcoord2; #endif uniform float env_intensity; uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) uniform float minimum_alpha; #endif #if HAS_NORMAL_MAP VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #else VARYING vec3 vary_normal; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); vec3 decode_normal (vec2 enc); void main() { vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) if (diffcol.a < minimum_alpha) { discard; } #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vec3 gamma_diff = diffcol.rgb; diffcol.rgb = srgb_to_linear(diffcol.rgb); #endif #if HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord2.xy); spec.rgb *= specular_color.rgb; #else vec4 spec = vec4(specular_color.rgb, 1.0); #endif #if HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = norm.xyz * 2 - 1; vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); #else vec4 norm = vec4(0,0,0,1.0); vec3 tnorm = vary_normal; #endif norm.xyz = tnorm; norm.xyz = normalize(norm.xyz); vec2 abnormal = encode_normal(norm.xyz); norm.xyz = decode_normal(abnormal.xy); vec4 final_color = diffcol; #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) final_color.a = emissive_brightness; #else final_color.a = max(final_color.a, emissive_brightness); #endif vec4 final_specular = spec; #if HAS_SPECULAR_MAP vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); final_specular.a = specular_color.a * norm.a; #else vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); final_specular.a = specular_color.a; #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) //forward rendering, output just lit RGBA vec3 pos = vary_position; #if HAS_SUN_SHADOW float shadow = 0.0; 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; 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; } #else float shadow = 1.0; #endif spec = final_specular; vec4 diffuse = final_color; float envIntensity = final_normal.z; vec3 col = vec3(0.0f,0.0f,0.0f); float bloom = 0.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float da =dot(norm.xyz, sun_dir.xyz); float final_da = da; final_da = min(final_da, shadow); //final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); final_da = min(final_da, 1.0f); final_da = pow(final_da, 1.0/1.3); col.rgb = atmosFragAmbient(col, amblit); float ambient = min(abs(da), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); col.rgb *= ambient; col.rgb = col.rgb + (final_da * sunlit); col.rgb *= gamma_diff.rgb; float glare = 0.0; if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection // float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib) / 6; glare = max(spec_contrib.r, spec_contrib.g); glare = max(glare, spec_contrib.b); col += spec_contrib; } col = mix(col.rgb, diffcol.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); float cur_glare = max(refcol.r, refcol.g); cur_glare = max(cur_glare, refcol.b); cur_glare *= envIntensity*4.0; glare += cur_glare; } //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); //convert to linear space before adding local lights col = srgb_to_linear(col); vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) col.rgb += light.rgb; glare = min(glare, 1.0); float al = max(diffcol.a,glare)*vertex_color.a; //convert to gamma space for display on screen col.rgb = linear_to_srgb(col.rgb); #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); col.rgb = temp.rgb; al = temp.a; #endif frag_color.rgb = col.rgb; frag_color.a = al; #else frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. #endif }