summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
blob: 6c43679acf281c28485f9802d0a2a9bf16bb21d0 (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
/** 
 * @file multiPointLightF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */



#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable

uniform sampler2DMS depthMap;
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;


uniform vec3 env_mat[3];
uniform float sun_wash;

uniform int light_count;

#define MAX_LIGHT_COUNT		16
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];

varying vec4 vary_fragcoord;
uniform vec2 screen_res;

uniform float far_z;

uniform mat4 inv_proj;

vec4 getPosition(ivec2 pos_screen, int sample)
{
	float depth = texelFetch(depthMap, pos_screen, sample).r;
	vec2 sc = vec2(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;
}

void main() 
{
	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
	ivec2 itc = ivec2(frag);

	int wght = 0;
	vec3 fcol = vec3(0,0,0);

	for (int s = 0; s < samples; ++s)
	{
		vec3 pos = getPosition(itc, s).xyz;
		if (pos.z >= far_z)
		{
			vec3 norm = texelFetch(normalMap, itc, s).xyz;
			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
			norm = normalize(norm);
			vec4 spec = texelFetch(specularRect, itc, s);
			vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
			float noise = texture2D(noiseMap, frag.xy/128.0).b;
			vec3 out_col = vec3(0,0,0);
			vec3 npos = normalize(-pos);

			// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
			for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
			{
				bool light_contrib = (i < light_count);
		
				vec3 lv = light[i].xyz-pos;
				float dist2 = dot(lv,lv);
				dist2 /= light[i].w;
				if (dist2 > 1.0)
				{
					light_contrib = false;
				}
		
				float da = dot(norm, lv);
				if (da < 0.0)
				{
					light_contrib = false;
				}
		
				if (light_contrib)
				{
					lv = normalize(lv);
					da = dot(norm, lv);
					
					float fa = light_col[i].a+1.0;
					float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
					dist_atten *= noise;

					float lit = da * dist_atten;
			
					vec3 col = light_col[i].rgb*lit*diff;
					//vec3 col = vec3(dist2, light_col[i].a, lit);
			
					if (spec.a > 0.0)
					{
						//vec3 ref = dot(pos+lv, norm);
				
						float sa = dot(normalize(lv+npos),norm);
				
						if (sa > 0.0)
						{
							sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
							sa *= noise;
							col += da*sa*light_col[i].rgb*spec.rgb;
						}
					}
			
					out_col += col;
				}
			}
	
			fcol += out_col;
			++wght;
		}
	}

	if (wght <= 0)
	{
		discard;
	}

	gl_FragColor.rgb = fcol/samples;
	gl_FragColor.a = 0.0;

	
}