/** * @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 frag_color; #else #define frag_color gl_FragColor #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow 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; 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; } 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; frag_color = color; }