summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
blob: f1b7a1312ffd2ee0d9f145877671dea96c1f3167 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
/** 
 * @file alphaF.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]*/

#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3

#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif

uniform float display_gamma;
uniform vec4 gamma;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;

uniform vec3 sun_dir;
uniform vec3 moon_dir;

#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif

VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;

#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif

uniform mat4 inv_proj;
uniform vec2 screen_res;

uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8]; 
uniform vec3 light_diffuse[8];

#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif

vec2 encode_normal (vec3 n);
vec3 scaleSoftClip(vec3 l);
vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);

float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);

vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
    //get light vector
    vec3 lv = lp.xyz-v;
    
    //get distance
    float d = length(lv);
    
    float da = 1.0;

    vec3 col = vec3(0);

    if (d > 0.0 && la > 0.0 && fa > 0.0)
    {
        //normalize light vector
        lv = normalize(lv);
    
        //distance attenuation
        float dist = d/la;
        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
        dist_atten *= dist_atten;
        dist_atten *= 2.0;

        // spotlight coefficient.
        float spot = max(dot(-ln, lv), is_pointlight);
        da *= spot*spot; // GL_SPOT_EXPONENT=2

        //angular attenuation
        da *= max(dot(n, lv), 0.0);     

        float lit = max(da * dist_atten,0.0);

        col = light_col * lit * diffuse;

        // no spec for alpha shader...
    }

    return max(col, vec3(0.0,0.0,0.0));
}

void main() 
{
    vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
    frag *= screen_res;
    
    vec4 pos = vec4(vary_position, 1.0);
    vec3 norm = vary_norm;

    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);

#ifdef USE_INDEXED_TEX
    vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
    vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif

#ifdef FOR_IMPOSTOR
    vec4 color;
    color.rgb = diff.rgb;
    color.a = 1.0;

#ifdef USE_VERTEX_COLOR
    float final_alpha = diff.a * vertex_color.a;
    diff.rgb *= vertex_color.rgb;
#else
    float final_alpha = diff.a;
#endif
    
    // Insure we don't pollute depth with invis pixels in impostor rendering
    //
    if (final_alpha < 0.01)
    {
        discard;
    }
#else
    
#ifdef USE_VERTEX_COLOR
    float final_alpha = diff.a * vertex_color.a;
    diff.rgb *= vertex_color.rgb;
#else
    float final_alpha = diff.a;
#endif

    vec3 sunlit;
    vec3 amblit;
    vec3 additive;
    vec3 atten;
    calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);

    vec2 abnormal   = encode_normal(norm.xyz);

    float sun_da  = dot(norm.xyz, sun_dir.xyz);
    float moon_da = dot(norm.xyz, moon_dir.xyz);

    float final_da = max(sun_da, moon_da);
          final_da = min(final_da, shadow);
          final_da = clamp(final_da, 0.0f, 1.0f);
      final_da = pow(final_da, display_gamma);

    vec4 color = vec4(0,0,0,0);

    color.rgb = atmosFragAmbient(color.rgb, amblit);
    color.a   = final_alpha;

    float ambient = abs(final_da);
    ambient *= 0.5;
    ambient *= ambient;
    ambient = (1.0-ambient);

    color.rgb *= ambient;
    color.rgb += (final_da * sunlit);
    color.rgb *= diff.rgb;

    //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
    
    color.rgb = atmosFragLighting(color.rgb, additive, atten);
    color.rgb = scaleSoftClip(color.rgb);

    vec4 light = vec4(0,0,0,0);

   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);

    LIGHT_LOOP(1)
    LIGHT_LOOP(2)
    LIGHT_LOOP(3)
    LIGHT_LOOP(4)
    LIGHT_LOOP(5)
    LIGHT_LOOP(6)
    LIGHT_LOOP(7)

    // keep it linear
    //
    color.rgb += light.rgb;

#ifdef WATER_FOG
    color = applyWaterFogView(pos.xyz, color);
#endif
#endif

    frag_color = color;
}