/** * @file class2/deferred/softenLightF.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 /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; uniform float global_gamma; uniform float scene_light_strength; uniform mat3 env_mat; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l); vec3 scaleSoftClipFrag(vec3 l); vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec4 getPosition_d(vec2 pos_screen, float depth) { 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; } vec4 getPosition(vec2 pos_screen) { //get position in screen space (world units) given window coordinate and depth map float depth = texture2DRect(depthMap, pos_screen.xy).r; return getPosition_d(pos_screen, depth); } #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); da = clamp(da, 0.0, 1.0); da = pow(da, global_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space //diffuse.rgb = linear_to_srgb(diffuse.rgb); vec3 col; float bloom = 0.0; { vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(global_gamma)); float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); float ambient = dot(norm.xyz, sun_dir.xyz); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); col.rgb = amblit; col.rgb *= min(ambient, max(scol, 0.5)); col += (sunlit * da) * scol; col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; } col = mix(col, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); } if (norm.w < 0.5) { col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col), diffuse.a); } #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif //col = srgb_to_linear(col); } frag_color.rgb = col; frag_color.a = bloom; }