summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
blob: 1179b212aeb7ae0a2d35ec7762d6617d44dfe2e7 (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
/** 
 * @file alphaF.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

#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
#endif

VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;

uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
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_pointlight_col;

uniform float shadow_bias;

uniform mat4 inv_proj;

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;
	
	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 diff = diffuseLookup(vary_texcoord0.xy);

	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
	vec4 color = diff * col;
	
	color.rgb = atmosLighting(color.rgb);

	color.rgb = scaleSoftClip(color.rgb);

	color.rgb += diff.rgb * vary_pointlight_col.rgb;

	gl_FragColor = color;
}