/** * @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 #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; varying vec4 vary_light; varying vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; vec4 getPosition(ivec2 pos_screen, int sample) { float depth = texelFetch(depthMap, pos_screen, sample).r; vec2 sc = (vec2(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; ivec2 itc = ivec2(frag.xy); int wght = 0; vec3 fcol = vec3(0,0,0); for (int s = 0; s < samples; ++s) { vec3 pos = getPosition(itc, s).xyz; vec3 lv = vary_light.xyz-pos; float dist2 = dot(lv,lv); dist2 /= vary_light.w; if (dist2 <= 1.0) { vec3 norm = texelFetch(normalMap, itc, s).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float da = dot(norm, lv); if (da >= 0.0) { norm = normalize(norm); lv = normalize(lv); da = dot(norm, lv); float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texelFetch(diffuseRect, itc, s).rgb; float fa = gl_Color.a+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; col = gl_Color.rgb*lit*col; vec4 spec = texelFetch(specularRect, itc, s); if (spec.a > 0.0) { float sa = dot(normalize(lv-normalize(pos)),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*gl_Color.rgb*spec.rgb; } } fcol += col; ++wght; } } } if (wght <= 0) { discard; } gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; }