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/**
* @file spotLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
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;
}
void main()
{
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = vary_light.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 > 1.0)
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z < 0.0)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = gl_Color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float lit = 0.0;
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
}
float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
float amb_da = proj_ambiance;
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
if (stc.z > 0.0)
{
stc.xy /= stc.z+proj_near;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
}
}
}
}
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}
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