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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;
uniform vec3 moon_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

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 pcfShadowLegacy(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

float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);

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 = 1.0;

#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 += pcfShadowLegacy(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 += pcfShadowLegacy(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 += pcfShadowLegacy(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 += pcfShadowLegacy(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

    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 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;
}