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/**
* @file materialF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness;
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//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);
float lit = 0.0f;
float amb_da = 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 see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0,0.0,0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
diffuse_tap.rgb *= vertex_color.rgb;
//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec4 diffuse_srgb = diffuse_tap;
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
/*#else
vec4 diffuse_linear = diffuse_tap;
vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
#endif*/
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffuse_linear.a < minimum_alpha)
{
discard;
}
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
vec3 norm = vec3(0);
float bmap_specular = 1.0;
#ifdef HAS_NORMAL_MAP
vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
norm = (bump_sample.xyz * 2) - vec3(1);
bmap_specular = bump_sample.w;
// convert sampled normal to tangent space normal
norm = vec3(dot(norm, vary_mat0),
dot(norm, vary_mat1),
dot(norm, vary_mat2));
#else
norm = vary_normal;
#endif
norm = normalize(norm);
vec2 abnormal = encode_normal(norm);
vec4 final_color = vec4(diffuse_linear.rgb, 0.0);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = diffuse_linear.a;
#endif
final_color.a = max(final_color.a, emissive_brightness);
// Texture
// [x] Full Bright (emissive_brightness >= 1.0)
// Shininess (specular)
// [X] Texture
// Environment Intensity = 1
// NOTE: There are two shaders that are used depending on the EI byte value:
// EI = 0 fullbright
// EI > 0 .. 255 material
// When it is passed to us it is normalized.
// We can either modify the output environment intensity
// OR
// adjust the final color via:
// final_color *= 0.666666;
// We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing.
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
float al = 0;
#ifdef HAS_SPECULAR_MAP
if (emissive_brightness >= 1.0)
{
float ei = env_intensity*0.5 + 0.5;
final_normal = vec4(abnormal, ei, 0.0);
}
#endif
vec4 final_specular = spec;
final_specular.a = specular_color.a;
#ifdef HAS_SPECULAR_MAP
final_specular.a *= bmap_specular;
final_normal.z *= spec.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
{
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
#endif
spec = final_specular;
float envIntensity = final_normal.z;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
color.rgb *= diffuse_srgb.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
#if !defined(SUNLIGHT_KILL)
color += sp * spec.rgb;
#endif
}
}
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
#if !defined(SUNLIGHT_KILL)
color = mix(color.rgb, reflected_color, envIntensity);
#endif
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
//convert to linear before adding local lights
color.rgb = srgb_to_linear(color.rgb);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, 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)
glare = min(glare, 1.0);
al = max(diffuse_linear.a,glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
#endif
//convert to srgb as this color is being written post gamma correction
color.rgb = linear_to_srgb(color.rgb);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
color.rgb = temp.rgb;
al = temp.a;
#endif
}
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
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