/** * @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 #define INDEXED 1 #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; #if INDEX_MODE != INDEXED uniform sampler2D diffuseMap; #endif uniform vec2 screen_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; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; VARYING mat3 vary_rotation; #if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; uniform sampler2D bumpMap; uniform samplerCube environmentMap; uniform mat3 env_mat; uniform vec4 specular_color; float calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); return a; } float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector lv = normalize(lv); //distance attenuation float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation da *= max(pow(dot(n, lv), 0.7), 0.0); } return da; } float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; return shadow*0.2; } void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; float shadow = 0.0; vec4 pos = vec4(vary_position, 1.0); vec4 spos = pos; if (spos.z > -shadow_clip.w) { vec4 lpos; vec4 near_split = shadow_clip*-0.75; vec4 far_split = shadow_clip*-1.25; vec4 transition_domain = near_split-far_split; float weight = 0.0; if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } shadow /= weight; } else { shadow = 1.0; } #if INDEX_MODE == INDEXED vec4 diff = diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif #if INDEX_MODE == NON_INDEXED_NO_COLOR float vertex_color_alpha = 1.0; #else float vertex_color_alpha = vertex_color.a; #endif vec3 normal = vary_norm; normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1; normal = vec3(dot(normal.xyz, vary_rotation[0]), dot(normal.xyz, vary_rotation[1]), dot(normal.xyz, vary_rotation[2])); vec3 dlight = calcDirectionalLight(normal, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); for (int i = 2; i < 8; i++) { light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); } color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; }