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path: root/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
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/** 
 * @file avatarAlphaF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
#version 120

#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 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_position;
varying vec3 vary_normal;

uniform float shadow_bias;

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() 
{
	float shadow = 1.0;
	vec4 pos = vec4(vary_position, 1.0);
	vec3 norm = normalize(vary_normal);
	
	//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;

	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*shadow, gl_Color.a);	
	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
	
	color.rgb = atmosLighting(color.rgb);

	color.rgb = scaleSoftClip(color.rgb);

	gl_FragColor = color;
}