/** * @file giF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect specularRect; uniform sampler2D noiseMap; uniform sampler2D diffuseGIMap; uniform sampler2D specularGIMap; uniform sampler2D normalGIMap; uniform sampler2D depthGIMap; uniform sampler2D lightFunc; // Inputs varying vec2 vary_fragcoord; uniform vec2 screen_res; uniform vec4 sunlight_color; uniform mat4 inv_proj; uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space uniform float gi_sample_width; uniform float gi_noise; uniform float gi_attenuation; uniform float gi_range; vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; 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 getGIPosition(vec2 gi_tc) { float depth = texture2D(depthGIMap, gi_tc).a; vec2 sc = gi_tc*2.0; sc -= vec2(1.0, 1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = gi_inv_proj*ndc; pos.xyz /= pos.w; pos.w = 1.0; return pos; } vec3 giAmbient(vec3 pos, vec3 norm) { vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); gi_c.xyz /= gi_c.w; vec4 gi_pos = gi_mat*vec4(pos,1.0); vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; gi_norm = normalize(gi_norm); vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb; gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz; vec2 tcx = gi_norm.xy; vec2 tcy = gi_norm.yx; vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz); vec3 eye_ref = reflect(eye_dir, gi_norm); float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5; vec3 fdiff = vec3(da); float fda = da; vec3 rcol = vec3(0,0,0); float fsa = 0.0; for (int i = -1; i <= 1; i += 2 ) { for (int j = -1; j <= 1; j+= 2) { vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z; tc += nz.xy*2.0; tc *= gi_sample_width*0.25; tc += gi_c.xy; vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); vec3 lpos = getGIPosition(tc.xy).xyz; vec3 at = lpos-gi_pos.xyz; float dist = length(at); float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0); if (dist_atten > 0.01) { //possible contribution of indirect light to this surface vec3 ldir = at; float ld = -dot(ldir, lnorm); if (ld < 0.0) { float ang_atten = dot(ldir, gi_norm); if (ang_atten > 0.0) { vec4 spec = texture2D(specularGIMap, tc.xy); at = normalize(at); vec3 diff; float da = 0.0; //contribution from indirect source to visible pixel vec3 ha = at; ha.z -= 1.0; ha = normalize(ha); if (spec.a > 0.0) { float sa = dot(ha,lnorm); da = texture2D(lightFunc, vec2(sa, spec.a)).a; } else { da = -lnorm.z; } diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0; if (da > 0.0) { //contribution from visible pixel to eye vec3 ha = normalize(at-eye_dir); if (c_spec.a > 0.0) { float sa = dot(ha, gi_norm); da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a; } else { da = dist_atten*dot(gi_norm, normalize(ldir)); } fda += da; fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb; } } } } } } fdiff *= sunlight_color.rgb; vec3 ret = fda*fdiff; return clamp(ret,vec3(0.0), vec3(1.0)); } void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); float rad = gi_range*0.5; vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float dist = max(length(pos.xyz)-rad, 0.0); float da = clamp(1.0-dist/rad, 0.0, 1.0); vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); gl_FragData[0].xyz = mix(vec3(0), ambient, da); }