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/**
* @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
* $/LicenseInfo$
*/
//class1/deferred/alphaF.glsl
#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 mat3 env_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; //vertex color should be treated as sRGB
#endif
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform int sun_up_factor;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao);
#ifdef HAS_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
// SL-14895 inverted attenuation work-around
// This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
// that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
// to recover the `adjusted_radius` value previously being sent as la.
float falloff_factor = (12.0 * fa) - 9.0;
float inverted_la = falloff_factor / la;
// Yes, it makes me want to cry as well. DJH
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float dist = length(lv);
float da = 1.0;
/*if (dist > inverted_la)
{
return col;
}
clip to projector bounds
vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
|| proj_tc.x < 0
|| proj_tc.x > 1
|| proj_tc.y < 0
|| proj_tc.y > 1)
{
return col;
}*/
if (dist > 0.0 && inverted_la > 0.0)
{
dist /= inverted_la;
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
da = max(0.0, da);
float lit = 0.0f;
float amb_da = 0.0;//ambiance;
if (da > 0)
{
lit = max(da * dist_atten,0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 ... need to work out why this blows out in many setups...
//col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
col = max(col, vec3(0));
return col;
}
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 = 1.0f;
#ifdef HAS_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
#ifdef USE_DIFFUSE_TEX
vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef USE_INDEXED_TEX
vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
#endif
vec4 diffuse_srgb = diffuse_tap;
#ifdef FOR_IMPOSTOR
vec4 color;
color.rgb = diffuse_srgb.rgb;
color.a = 1.0;
float final_alpha = diffuse_srgb.a * vertex_color.a;
diffuse_srgb.rgb *= vertex_color.rgb;
// Insure we don't pollute depth with invis pixels in impostor rendering
//
if (final_alpha < minimum_alpha)
{
discard;
}
color.rgb = diffuse_srgb.rgb;
color.a = final_alpha;
#else // FOR_IMPOSTOR
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float final_alpha = diffuse_linear.a;
#ifdef USE_VERTEX_COLOR
final_alpha *= vertex_color.a;
if (final_alpha < minimum_alpha)
{ // TODO: figure out how to get invisible faces out of
// render batches without breaking glow
discard;
}
diffuse_srgb.rgb *= vertex_color.rgb;
diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
#endif // USE_VERTEX_COLOR
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
vec2 abnormal = encode_normal(norm.xyz);
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, -1.0, 1.0);
da = pow(da, 1.0/1.3);
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
vec4 color = vec4(0.0);
color.a = final_alpha;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb = amblit;
color.rgb *= ambient;
color.rgb += sun_contrib;
color.rgb *= diffuse_srgb.rgb;
color.rgb = atmosFragLighting(color.rgb, additive, atten);
vec4 light = vec4(0,0,0,0);
color.rgb = scaleSoftClipFrag(color.rgb);
//convert to linear before applying local lights
color.rgb = srgb_to_linear(color.rgb);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
// sum local light contrib in linear colorspace
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
#endif // !defined(LOCAL_LIGHT_KILL)
// back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
//color.rgb = amblit;
//color.rgb = vec3(ambient);
//color.rgb = sunlit;
//color.rgb = vec3(final_da);
//color.rgb = post_ambient;
//color.rgb = post_sunlight;
//color.rgb = sun_contrib;
//color.rgb = diffuse_srgb.rgb;
//color.rgb = post_diffuse;
//color.rgb = post_atmo;
#ifdef WATER_FOG
color = applyWaterFogView(pos.xyz, color);
#endif // WATER_FOG
#endif // #else // FOR_IMPOSTOR
frag_color = color;
}
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