/** * @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 * $/LicenseInfo$ */ //class2/deferred/alphaF.glsl /*[EXTRA_CODE_HERE]*/ #define INDEXED 1 #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 out vec4 frag_color; uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; #ifdef USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif in vec3 vary_fragcoord; in vec3 vary_position; in vec2 vary_texcoord0; in vec3 vary_norm; #ifdef USE_VERTEX_COLOR in vec4 vertex_color; //vertex color should be treated as sRGB #endif #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif uniform mat4 proj_mat; uniform mat4 inv_proj; uniform vec2 screen_res; uniform int sun_up_factor; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; void waterClip(vec3 pos); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); vec2 encode_normal (vec3 n); vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); #ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif float getAmbientClamp(); void mirrorClip(vec3 pos); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { // SL-14895 inverted attenuation work-around // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() // to recover the `adjusted_radius` value previously being sent as la. float falloff_factor = (12.0 * fa) - 9.0; float inverted_la = falloff_factor / la; // Yes, it makes me want to cry as well. DJH vec3 col = vec3(0); //get light vector vec3 lv = lp.xyz-v; //get distance float dist = length(lv); float da = 1.0; /*if (dist > inverted_la) { return col; } clip to projector bounds vec4 proj_tc = proj_mat * lp; if (proj_tc.z < 0 || proj_tc.z > 1 || proj_tc.x < 0 || proj_tc.x > 1 || proj_tc.y < 0 || proj_tc.y > 1) { return col; }*/ if (dist > 0.0 && inverted_la > 0.0) { dist /= inverted_la; //normalize light vector lv = normalize(lv); //distance attenuation float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0f; if (dist_atten <= 0.0) { return col; } // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation da *= dot(n, lv); da = max(0.0, da); float lit = 0.0f; float amb_da = 0.0;//ambiance; if (da > 0) { lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; } amb_da += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); // SL-10969 ... need to work out why this blows out in many setups... //col.rgb += amb_da * light_col * diffuse; // no spec for alpha shader... } col = max(col, vec3(0)); return col; } void main() { mirrorClip(vary_position); vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; vec4 pos = vec4(vary_position, 1.0); #ifndef IS_AVATAR_SKIN // clip against water plane unless this is a legacy avatar skin waterClip(pos.xyz); #endif vec3 norm = vary_norm; float shadow = 1.0f; #ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif #ifdef USE_DIFFUSE_TEX vec4 diffuse_tap = texture(diffuseMap,vary_texcoord0.xy); #endif #ifdef USE_INDEXED_TEX vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); #endif vec4 diffuse_srgb = diffuse_tap; #ifdef FOR_IMPOSTOR vec4 color; color.rgb = diffuse_srgb.rgb; color.a = 1.0; float final_alpha = diffuse_srgb.a * vertex_color.a; diffuse_srgb.rgb *= vertex_color.rgb; // Insure we don't pollute depth with invis pixels in impostor rendering // if (final_alpha < minimum_alpha) { discard; } color.rgb = diffuse_srgb.rgb; color.a = final_alpha; #else // FOR_IMPOSTOR vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector float final_alpha = diffuse_linear.a; #ifdef USE_VERTEX_COLOR final_alpha *= vertex_color.a; if (final_alpha < minimum_alpha) { // TODO: figure out how to get invisible faces out of // render batches without breaking glow discard; } diffuse_srgb.rgb *= vertex_color.rgb; diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); #endif // USE_VERTEX_COLOR vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); vec3 amblit_linear = amblit; vec3 irradiance; vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); vec4 color = vec4(0.0); color.a = final_alpha; vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; color.rgb = irradiance; color.rgb += sun_contrib; color.rgb *= diffuse_linear.rgb; vec4 light = vec4(0,0,0,0); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) // sum local light contrib in linear colorspace color.rgb += light.rgb; color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb; #endif // #else // FOR_IMPOSTOR #ifdef IS_HUD color.rgb = linear_to_srgb(color.rgb); #endif frag_color = max(color, vec4(0)); }