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/**
* @file class2/deferred/softenLightF.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_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#define REFMAP_COUNT 8
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform samplerCube reflectionMap[REFMAP_COUNT];
uniform sampler2D lightFunc;
uniform int refmapCount;
uniform vec3 refOrigin[REFMAP_COUNT];
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
// original reference implementation:
/*
bool intersect(const Ray &ray) const
{
float t0, t1; // solutions for t if the ray intersects
#if 0
// geometric solution
Vec3f L = center - orig;
float tca = L.dotProduct(dir);
// if (tca < 0) return false;
float d2 = L.dotProduct(L) - tca * tca;
if (d2 > radius2) return false;
float thc = sqrt(radius2 - d2);
t0 = tca - thc;
t1 = tca + thc;
#else
// analytic solution
Vec3f L = orig - center;
float a = dir.dotProduct(dir);
float b = 2 * dir.dotProduct(L);
float c = L.dotProduct(L) - radius2;
if (!solveQuadratic(a, b, c, t0, t1)) return false;
#endif
if (t0 > t1) std::swap(t0, t1);
if (t0 < 0) {
t0 = t1; // if t0 is negative, let's use t1 instead
if (t0 < 0) return false; // both t0 and t1 are negative
}
t = t0;
return true;
} */
// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere
float sphereIntersect(vec3 origin, vec3 dir, vec4 sph )
{
float t0, t1; // solutions for t if the ray intersects
vec3 center = sph.xyz;
float radius2 = sph.w * sph.w;
vec3 L = center - origin;
float tca = dot(L,dir);
float d2 = dot(L,L) - tca * tca;
float thc = sqrt(radius2 - d2);
t0 = tca - thc;
t1 = tca + thc;
return t1;
}
vec3 sampleRefMap(vec3 pos, vec3 dir, float lod)
{
float wsum = 0.0;
vec3 col = vec3(0,0,0);
for (int i = 0; i < refmapCount; ++i)
//int i = 0;
{
float r = 16.0;
vec3 delta = pos.xyz-refOrigin[i].xyz;
if (length(delta) < r)
{
float w = 1.0/max(dot(delta, delta), r);
w *= w;
w *= w;
// parallax adjustment
float d = sphereIntersect(pos, dir, vec4(refOrigin[i].xyz, r));
{
vec3 v = pos + dir * d;
v -= refOrigin[i].xyz;
v = env_mat * v;
float min_lod = textureQueryLod(reflectionMap[i],v).y; // lower is higher res
col += textureLod(reflectionMap[i], v, max(min_lod, lod)).rgb*w;
wsum += w;
}
}
}
if (wsum > 0.0)
{
col *= 1.0/wsum;
}
else
{
// this pixel not covered by a probe, fallback to "full scene" environment map
vec3 v = env_mat * dir;
float min_lod = textureQueryLod(environmentMap, v).y; // lower is higher res
col = textureLod(environmentMap, v, max(min_lod, lod)).rgb;
}
return col;
}
vec3 sampleAmbient(vec3 pos, vec3 dir, float lod)
{
vec3 col = sampleRefMap(pos, dir, lod);
//desaturate
vec3 hcol = col *0.5;
col *= 2.0;
col = vec3(
col.r + hcol.g + hcol.b,
col.g + hcol.r + hcol.b,
col.b + hcol.r + hcol.g
);
col *= 0.333333;
return col*0.6; // fudge darker
}
void main()
{
float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
//vec3 amb_vec = env_mat * norm.xyz;
vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1);
amblit = mix(ambenv, amblit, amblit);
color.rgb = amblit;
//float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
//ambient *= 0.5;
//ambient *= ambient;
//ambient = (1.0 - ambient);
//color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
vec3 env_vec = env_mat * refnormpersp;
if (spec.a > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
// add reflection map - EXPERIMENTAL WORK IN PROGRESS
float lod = (1.0-spec.a)*reflection_lods;
vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod);
reflected_color *= 0.5; // fudge darker, not sure where there's a multiply by two and it's late
float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
fresnel += spec.a;
fresnel *= fresnel;
//fresnel *= spec.a;
reflected_color *= spec.rgb*min(fresnel, 1.0);
//reflected_color = srgb_to_linear(reflected_color);
vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1));
color.rgb = mix(reflected_color, color, mixer);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0);
float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
fresnel *= fresnel;
fresnel = fresnel * 0.95 + 0.05;
reflected_color *= fresnel;
color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
}
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