/** * @file sunLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2DRectShadow shadowMap4; uniform sampler2DRectShadow shadowMap5; uniform sampler2D noiseMap; uniform sampler2D lightFunc; // Inputs uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; varying vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; uniform float shadow_bias; uniform float shadow_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; } //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { float ret = 1.0; float dist = dot(pos.xyz,pos.xyz); if (dist < 64.0*64.0) { vec2 kern[8]; // exponentially (^2) distant occlusion samples spread around origin kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; kern[1] = vec2(1.0, 0.0) * 0.250*0.250; kern[2] = vec2(0.0, 1.0) * 0.375*0.375; kern[3] = vec2(0.0, -1.0) * 0.500*0.500; kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; vec2 pos_screen = vary_fragcoord.xy; vec3 pos_world = pos.xyz; vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; float angle_hidden = 0.0; int points = 0; float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); vec3 samppos_world = getPosition(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area // --> solid angle shrinking by the square of distance //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 //(k should vary inversely with # of samples, but this is taken care of later) //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" points = points + int(diff.z > -1.0); } angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); ret = (1.0 - (float(points != 0) * angle_hidden)); ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); } return min(ret, 1.0); } void main() { vec2 pos_screen = vary_fragcoord.xy; //try doing an unproject here vec4 pos = getPosition(pos_screen); vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { gl_FragColor = vec4(0.0); // doesn't matter return; }*/ float shadow = 1.0; float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); //vec3 debug = vec3(0,0,0); if (dp_directional_light == 0.0) { // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup shadow = 0.0; } else if (spos.z > -shadow_clip.w) { vec4 lpos; if (spos.z < -shadow_clip.z) { lpos = shadow_matrix[3]*spos; lpos.xy *= screen_res; shadow = shadow2DRectProj(shadowMap3, lpos).x; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } else if (spos.z < -shadow_clip.y) { lpos = shadow_matrix[2]*spos; lpos.xy *= screen_res; shadow = shadow2DRectProj(shadowMap2, lpos).x; } else if (spos.z < -shadow_clip.x) { lpos = shadow_matrix[1]*spos; lpos.xy *= screen_res; shadow = shadow2DRectProj(shadowMap1, lpos).x; } else { lpos = shadow_matrix[0]*spos; lpos.xy *= screen_res; shadow = shadow2DRectProj(shadowMap0, lpos).x; } // take the most-shadowed value out of these two: // * the blurred sun shadow in the light (shadow) map // * an unblurred dot product between the sun and this norm // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting shadow = min(shadow, dp_directional_light); /*debug.r = lpos.y / (lpos.w*screen_res.y); lpos.xy /= lpos.w*32.0; if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) { debug.gb = vec2(0.5, 0.5); } debug += (1.0-shadow)*0.5;*/ } else { // more distant than the shadow map covers - just use directional shading as shadow shadow = dp_directional_light; } gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; lpos.xy *= screen_res; gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x; //spotlight shadow 2 lpos = shadow_matrix[5]*spos; lpos.xy *= screen_res; gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x; //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; //gl_FragColor.rgb = debug; }