summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
blob: f79fc012d10b11fc143de9210a55efe9c7245459 (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
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
/** 
 * @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;

#if HAS_SHADOW
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;

uniform vec2 shadow_res;

uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float shadow_bias;

#endif

#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

vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);

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);

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));
}

#if HAS_SHADOW
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
{
	stc.xyz /= stc.w;
	stc.z += shadow_bias;
		
	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
	
	float cs = shadow2D(shadowMap, stc.xyz).x;
	float shadow = cs;
	
    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
                       
    return shadow*0.2;
}
#endif


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

#if HAS_SHADOW
	vec4 spos = pos;
		
	if (spos.z > -shadow_clip.w)
	{	
		shadow = 0.0;

		vec4 lpos;
		
		vec4 near_split = shadow_clip*-0.75;
		vec4 far_split = shadow_clip*-1.25;
		vec4 transition_domain = near_split-far_split;
		float weight = 0.0;

		if (spos.z < near_split.z)
		{
			lpos = shadow_matrix[3]*spos;
			
			float w = 1.0;
			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
			shadow += pcfShadow(shadowMap3, lpos)*w;
			weight += w;
			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
		}

		if (spos.z < near_split.y && spos.z > far_split.z)
		{
			lpos = shadow_matrix[2]*spos;
			
			float w = 1.0;
			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
			shadow += pcfShadow(shadowMap2, lpos)*w;
			weight += w;
		}

		if (spos.z < near_split.x && spos.z > far_split.y)
		{
			lpos = shadow_matrix[1]*spos;
			
			float w = 1.0;
			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
			shadow += pcfShadow(shadowMap1, lpos)*w;
			weight += w;
		}

		if (spos.z > far_split.x)
		{
			lpos = shadow_matrix[0]*spos;
							
			float w = 1.0;
			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
				
			shadow += pcfShadow(shadowMap0, lpos)*w;
			weight += w;
		}
		

		shadow /= weight;
	}
	else
	{
		shadow = 1.0;
	}
#endif

#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


	vec4 gamma_diff = diff;	
	diff.rgb = srgb_to_linear(diff.rgb);

	vec3 norm = vary_norm; 

        vec3 sunlit;
        vec3 amblit;
        vec3 additive;
        vec3 atten;

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

	vec2 abnormal	= encode_normal(norm.xyz);
		 norm.xyz   = decode_normal(abnormal.xy);

	float da = dot(norm.xyz, sun_dir.xyz);

    float final_da = da;
          final_da = min(final_da, shadow);
          final_da = max(final_da, 0.0f);
		  final_da = min(final_da, 1.0f);
		  final_da = pow(final_da, 1.0/1.3);

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

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

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

	color.rgb *= ambient;
	color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);
	color.rgb *= gamma_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);

	color.rgb = srgb_to_linear(color.rgb);
	
   #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;

	// straight to display gamma, we're post-deferred
	//
	color.rgb = linear_to_srgb(color.rgb);

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

	frag_color = color;
}