/** * @file pointLightF.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 diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; uniform vec3 color; uniform float falloff; uniform float size; VARYING vec4 vary_fragcoord; VARYING vec3 trans_center; uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); return n.xy / f + 0.5; } vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); vec3 n; n.xy = fenc*g; n.z = 1-f/2; return n; } vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = (pos_screen.xy-viewport.xy)*2.0; sc /= viewport.zw; 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() { vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; float dist = length(lv); dist /= size; if (dist > 1.0) { discard; } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; norm = decode_normal(norm.xy); // unpack norm float da = dot(norm, lv); if (da < 0.0) { discard; } norm = normalize(norm); lv = normalize(lv); da = dot(norm, lv); float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; 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; float lit = da * dist_atten * noise; col = color.rgb*lit*col; vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) { lit = min(da*6.0, 1.0) * dist_atten; vec3 npos = -normalize(pos); vec3 h = normalize(lv+npos); float nh = dot(norm, h); float nv = dot(norm, 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); col += lit*scol*color.rgb*spec.rgb; } } if (dot(col, col) <= 0.0) { discard; } frag_color.rgb = col; frag_color.a = 0.0; }