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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
* $/LicenseInfo$
*/
#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 scaleSoftClipFrag(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 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
a = pow(a, 1.0/1.3);
return vec3(a,a,a);
}
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 = scaleSoftClipFrag(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;
}
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