/** * @file class3/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 sampler2D lightFunc; uniform samplerCube environmentMap; uniform float blur_size; uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; uniform float cloud_shadow; uniform float max_y; uniform vec4 glow; uniform float global_gamma; uniform mat3 env_mat; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform mat4 inv_modelview; uniform vec2 screen_res; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform sampler2D sh_input_r; uniform sampler2D sh_input_g; uniform sampler2D sh_input_b; vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); vec3 scaleSoftClipFrag(vec3 c); vec3 fullbrightScaleSoftClipFrag(vec3 c); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); vec3 ColorFromRadiance(vec3 radiance); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); #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 = getPositionWithDepth(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); float light_gamma = 1.0/1.3; vec4 diffuse = texture2DRect(diffuseRect, tc); // linear vec3 col; float bloom = 0.0; { vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); 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; vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); vec4 l1r = texture2D(sh_input_r, vec2(0,0)); vec4 l1g = texture2D(sh_input_g, vec2(0,0)); vec4 l1b = texture2D(sh_input_b, vec2(0,0)); vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), dot(l1g, l1tap * vec4(1, norm.xyz)), dot(l1b, l1tap * vec4(1, norm.xyz))); indirect = clamp(indirect, vec3(0), vec3(1.0)); vec3 transmittance; vec3 sky_irradiance; vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; vec3 atmo_color = ColorFromRadiance(radiance); col = atmo_color + indirect; col *= transmittance; 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 = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; // 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 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); vec3 refcol = ColorFromRadiance(radiance_sun); col = mix(col.rgb, refcol, envIntensity); } /*if (norm.w < 0.5) { col = scaleSoftClipFrag(col); }*/ #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = pow(col, vec3(light_gamma)); } frag_color.rgb = col; frag_color.a = bloom; }