summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
blob: da1b234240007d2ecce4330ab4173a617f66687f (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
/** 
 * @file giF.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

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

uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;

uniform sampler2D		diffuseGIMap;
uniform sampler2D		normalGIMap;
uniform sampler2D		depthGIMap;

uniform sampler2D		lightFunc;

// Inputs
VARYING vec2 vary_fragcoord;

uniform vec2 screen_res;

uniform mat4 inv_proj;
uniform mat4 gi_mat;  //gPipeline.mGIMatrix - eye space to sun space
uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
uniform float gi_radius;
uniform float gi_intensity;
uniform int gi_samples;
uniform vec2 gi_kern[25];
uniform vec2 gi_scale;
uniform vec3 gi_quad;
uniform vec3 gi_spec;
uniform float gi_direction_weight;
uniform float gi_light_offset;

vec4 getPosition(vec2 pos_screen)
{
	float depth = texture2DRect(depthMap, pos_screen.xy).a;
	vec2 sc = pos_screen.xy*2.0;
	sc /= screen_res;
	sc -= vec2(1.0,1.0);
	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
	vec4 pos = inv_proj * ndc;
	pos /= pos.w;
	pos.w = 1.0;
	return pos;
}

vec4 getGIPosition(vec2 gi_tc)
{
	float depth = texture2D(depthGIMap, gi_tc).a;
	vec2 sc = gi_tc*2.0;
	sc -= vec2(1.0, 1.0);
	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
	vec4 pos = gi_inv_proj*ndc;
	pos.xyz /= pos.w;
	pos.w = 1.0;
	return pos;
}

vec3 giAmbient(vec3 pos, vec3 norm)
{
	vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
	gi_c.xyz /= gi_c.w;

	vec4 gi_pos = gi_mat*vec4(pos,1.0);
	vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
	gi_norm = normalize(gi_norm);
	
	vec2 tcx = gi_norm.xy;
	vec2 tcy = gi_norm.yx;
	
	vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
	
	vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w);
	
	//vec3 eye_dir = vec3(0,0,-1);
	//eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
	//eye_dir = normalize(eye_dir);
	
	//float round_x = gi_scale.x;
	//float round_y = gi_scale.y;
	
	vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
	debug.xz = vec2(0.0,0.0);
	//debug = fract(debug);
	
	float round_x = 1.0/64.0;
	float round_y = 1.0/64.0;
	
	//gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
	//gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
	
	float fda = 0.0;
	vec3 fdiff = vec3(0,0,0);
	
	vec3 rcol = vec3(0,0,0);
	
	float fsa = 0.0;
	
	for (int i = -1; i < 2; i+=2 )
	{
		for (int j = -1; j < 2; j+=2)
		{
			vec2 tc = vec2(i, j)*0.75;
			vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
			//tc += gi_norm.xy*nz.z;
			tc += nz.xy*2.0;
			tc /= gi_samples;
			tc += gi_c.xy;
			
			vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
			vec3 lpos = getGIPosition(tc.xy).xyz;
							
			vec3 at = lpos-gi_pos.xyz;
			float dist = dot(at,at);
			float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
			
			if (da > 0.0)
			{
				//add angular attenuation
				vec3 ldir = at;
				float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
			
				float ld = -dot(ldir, lnorm);
				
				if (ang_atten > 0.0 && ld < 0.0)
				{
					vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
					da = da*ang_atten;
					fda += da;
					fdiff += diff*da;
				}
			}
		}
	}

	fdiff /= max(gi_spec.y*fda, gi_quad.z);
	fdiff = clamp(fdiff, vec3(0), vec3(1));
	
	vec3 ret = fda*fdiff;
	//ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;			

	//fda *= nz.z;
	
	//rcol.rgb *= gi_intensity;
	//return rcol.rgb+vary_AmblitColor.rgb*0.25;
	//return vec4(debug, 0.0);
	//return vec4(fda*fdiff, 0.0);
	return clamp(ret,vec3(0.0), vec3(1.0));
	//return debug.xyz;
}

void main() 
{
	vec2 pos_screen = vary_fragcoord.xy;
	vec4 pos = getPosition(pos_screen);
	vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
	
	frag_color.xyz = giAmbient(pos, norm);
}