/** * @file alphaF.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 gl_FragColor; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; uniform float shadow_bias; uniform mat4 inv_proj; 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.xyz /= pos.w; pos.w = 1.0; return pos; } float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += shadow_bias; float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); return shadow/5.0; } void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); vec4 spos = pos; if (spos.z > -shadow_clip.w) { vec4 lpos; if (spos.z < -shadow_clip.z) { lpos = shadow_matrix[3]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap3, lpos, 1.5); 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 *= shadow_res; shadow = pcfShadow(shadowMap2, lpos, 1.5); } else if (spos.z < -shadow_clip.x) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap1, lpos, 1.5); } else { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap0, lpos, 1.5); } } vec4 diff = diffuseLookup(vary_texcoord0.xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.rgb += diff.rgb * vary_pointlight_col.rgb; gl_FragColor = color; }