/** * @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 #extension GL_ARB_shader_texture_lod : 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 samplerCube reflectionMap; uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; // Inputs uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; vec3 color = vec3(0); float bloom = 0.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); color.rgb = amblit; float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); color.rgb *= ambient; vec3 sun_contrib = min(da, scol) * sunlit; color.rgb += sun_contrib; color.rgb *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; if (spec.a > 0.0) // specular reflection { float sa = dot(refnormpersp, light_dir.xyz); vec3 dumbshiny = sunlit * scol * (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; color.rgb += spec_contrib; // add reflection map - EXPERIMENTAL WORK IN PROGRESS float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb; vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb; //vec3 reflected_color = texture(reflectionMap, env_vec).rgb; //vec3 reflected_color = normalize(env_vec)*0.5+0.5; reflected_color *= spec.rgb; vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer); //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb); //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb); } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { // add environmentmap vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; color = mix(color.rgb, reflected_color, envIntensity); } if (norm.w < 0.5) { color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); } #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); color = fogged.rgb; bloom = fogged.a; #endif // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... frag_color.rgb = srgb_to_linear(color.rgb); //frag_color.r = 1.0; frag_color.a = bloom; }