summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
blob: ad16de6d8160a7e34589fc82bec521af550f70c1 (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
/** 
 * @file alphaF.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */

#extension GL_ARB_texture_rectangle : enable

uniform sampler2D diffuseMap;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;

uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
uniform vec2 shadow_res;

vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);

varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;

uniform float alpha_soften;

uniform float shadow_bias;

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.xyz /= pos.w;
	pos.w = 1.0;
	return pos;
}

float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
	stc.xyz /= stc.w;
	stc.z += shadow_bias;
	
	float cs = shadow2DRect(shadowMap, stc.xyz).x;
	float shadow = cs;

	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
			
	return shadow/5.0;
}


void main() 
{
	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
	frag *= screen_res;
	
	vec3 samp_pos = getPosition(frag).xyz;
	
	float shadow = 1.0;
	vec4 pos = vec4(vary_position, 1.0);
	
	vec4 spos = pos;
		
	if (spos.z > -shadow_clip.w)
	{	
		vec4 lpos;
		
		if (spos.z < -shadow_clip.z)
		{
			lpos = shadow_matrix[3]*spos;
			lpos.xy *= shadow_res;
			shadow = pcfShadow(shadowMap3, lpos, 1.5);
			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
		}
		else if (spos.z < -shadow_clip.y)
		{
			lpos = shadow_matrix[2]*spos;
			lpos.xy *= shadow_res;
			shadow = pcfShadow(shadowMap2, lpos, 1.5);
		}
		else if (spos.z < -shadow_clip.x)
		{
			lpos = shadow_matrix[1]*spos;
			lpos.xy *= shadow_res;
			shadow = pcfShadow(shadowMap1, lpos, 1.5);
		}
		else
		{
			lpos = shadow_matrix[0]*spos;
			lpos.xy *= shadow_res;
			shadow = pcfShadow(shadowMap0, lpos, 1.5);
		}
	}
	
	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
	
	color.rgb = atmosLighting(color.rgb);

	color.rgb = scaleSoftClip(color.rgb);

	if (samp_pos.z != 0.0 && gl_Color.a < 1.0)
	{
		float dist_factor = alpha_soften;
		float a = gl_Color.a;
		a *= a;
		dist_factor *= 1.0/(1.0-a);
		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
	}
	
	//gl_FragColor = gl_Color;
	gl_FragColor = color;
	//gl_FragColor = vec4(1,0,1,1)*shadow;
	
}