/** * @file multiPointLightF.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 #extension GL_ARB_texture_multisample : enable uniform sampler2DMS depthMap; uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS normalMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform vec3 env_mat[3]; uniform float sun_wash; uniform int light_count; #define MAX_LIGHT_COUNT 16 uniform vec4 light[MAX_LIGHT_COUNT]; uniform vec4 light_col[MAX_LIGHT_COUNT]; varying vec4 vary_fragcoord; uniform vec2 screen_res; uniform float far_z; uniform mat4 inv_proj; vec4 getPosition(ivec2 pos_screen, int sample) { float depth = texelFetch(depthMap, pos_screen, sample).r; vec2 sc = vec2(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; } void main() { vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; ivec2 itc = ivec2(frag); int wght = 0; vec3 fcol = vec3(0,0,0); for (int s = 0; s < samples; ++s) { vec3 pos = getPosition(itc, s).xyz; if (pos.z >= far_z) { vec3 norm = texelFetch(normalMap, itc, s).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm norm = normalize(norm); vec4 spec = texelFetch(specularRect, itc, s); vec3 diff = texelFetch(diffuseRect, itc, s).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop for (int i = 0; i < MAX_LIGHT_COUNT; ++i) { bool light_contrib = (i < light_count); vec3 lv = light[i].xyz-pos; float dist2 = dot(lv,lv); dist2 /= light[i].w; if (dist2 > 1.0) { light_contrib = false; } float da = dot(norm, lv); if (da < 0.0) { light_contrib = false; } if (light_contrib) { lv = normalize(lv); da = dot(norm, lv); float fa = light_col[i].a+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= noise; float lit = da * dist_atten; vec3 col = light_col[i].rgb*lit*diff; //vec3 col = vec3(dist2, light_col[i].a, lit); if (spec.a > 0.0) { //vec3 ref = dot(pos+lv, norm); float sa = dot(normalize(lv+npos),norm); if (sa > 0.0) { sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); sa *= noise; col += da*sa*light_col[i].rgb*spec.rgb; } } out_col += col; } } fcol += out_col; ++wght; } } if (wght <= 0) { discard; } gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; }