/** * @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]*/ #define REFMAP_COUNT 8 #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[REFMAP_COUNT]; uniform sampler2D lightFunc; uniform int refmapCount; uniform vec3 refOrigin[REFMAP_COUNT]; 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 // from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection // original reference implementation: /* bool intersect(const Ray &ray) const { float t0, t1; // solutions for t if the ray intersects #if 0 // geometric solution Vec3f L = center - orig; float tca = L.dotProduct(dir); // if (tca < 0) return false; float d2 = L.dotProduct(L) - tca * tca; if (d2 > radius2) return false; float thc = sqrt(radius2 - d2); t0 = tca - thc; t1 = tca + thc; #else // analytic solution Vec3f L = orig - center; float a = dir.dotProduct(dir); float b = 2 * dir.dotProduct(L); float c = L.dotProduct(L) - radius2; if (!solveQuadratic(a, b, c, t0, t1)) return false; #endif if (t0 > t1) std::swap(t0, t1); if (t0 < 0) { t0 = t1; // if t0 is negative, let's use t1 instead if (t0 < 0) return false; // both t0 and t1 are negative } t = t0; return true; } */ // adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere float sphereIntersect(vec3 origin, vec3 dir, vec4 sph ) { float t0, t1; // solutions for t if the ray intersects vec3 center = sph.xyz; float radius2 = sph.w * sph.w; vec3 L = center - origin; float tca = dot(L,dir); float d2 = dot(L,L) - tca * tca; float thc = sqrt(radius2 - d2); t0 = tca - thc; t1 = tca + thc; return t1; } vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) { float wsum = 0.0; vec3 col = vec3(0,0,0); for (int i = 0; i < refmapCount; ++i) //int i = 0; { float r = 16.0; vec3 delta = pos.xyz-refOrigin[i].xyz; if (length(delta) < r) { float w = 1.0/max(dot(delta, delta), r); w *= w; w *= w; // parallax adjustment float d = sphereIntersect(pos, dir, vec4(refOrigin[i].xyz, r)); { vec3 v = pos + dir * d; v -= refOrigin[i].xyz; v = env_mat * v; float min_lod = textureQueryLod(reflectionMap[i],v).y; // lower is higher res col += textureLod(reflectionMap[i], v, max(min_lod, lod)).rgb*w; wsum += w; } } } if (wsum > 0.0) { col *= 1.0/wsum; } else { // this pixel not covered by a probe, fallback to "full scene" environment map vec3 v = env_mat * dir; float min_lod = textureQueryLod(environmentMap, v).y; // lower is higher res col = textureLod(environmentMap, v, max(min_lod, lod)).rgb; } return col; } vec3 sampleAmbient(vec3 pos, vec3 dir, float lod) { vec3 col = sampleRefMap(pos, dir, lod); //desaturate vec3 hcol = col *0.5; col *= 2.0; col = vec3( col.r + hcol.g + hcol.b, col.g + hcol.r + hcol.b, col.b + hcol.r + hcol.g ); col *= 0.333333; return col*0.6; // fudge darker } void main() { float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding 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); //vec3 amb_vec = env_mat * norm.xyz; vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1); amblit = mix(ambenv, amblit, amblit); 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 = reflect(pos.xyz, norm.xyz); vec3 env_vec = env_mat * refnormpersp; if (spec.a > 0.0) // specular reflection { float sa = dot(normalize(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 lod = (1.0-spec.a)*reflection_lods; vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod); reflected_color *= 0.5; // fudge darker, not sure where there's a multiply by two and it's late float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); fresnel += spec.a; fresnel *= fresnel; //fresnel *= spec.a; reflected_color *= spec.rgb*min(fresnel, 1.0); //reflected_color = srgb_to_linear(reflected_color); vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); color.rgb = mix(reflected_color, color, mixer); } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { // add environmentmap vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0); float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); fresnel *= fresnel; fresnel = fresnel * 0.95 + 0.05; reflected_color *= fresnel; 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); }