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/**
* @file pointLightF.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
#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;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
sc /= viewport.zw;
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()
{
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
ivec2 itc = ivec2(frag.xy);
int wght = 0;
vec3 fcol = vec3(0,0,0);
for (int s = 0; s < samples; ++s)
{
vec3 pos = getPosition(itc, s).xyz;
vec3 lv = vary_light.xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
vec3 norm = texelFetch(normalMap, itc, s).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float da = dot(norm, lv);
if (da >= 0.0)
{
norm = normalize(norm);
lv = normalize(lv);
da = dot(norm, lv);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texelFetch(diffuseRect, itc, s).rgb;
float fa = gl_Color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
col = gl_Color.rgb*lit*col;
vec4 spec = texelFetch(specularRect, itc, s);
if (spec.a > 0.0)
{
float sa = dot(normalize(lv-normalize(pos)),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*gl_Color.rgb*spec.rgb;
}
}
fcol += col;
++wght;
}
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/samples;
gl_FragColor.a = 0.0;
}
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