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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
/*[EXTRA_CODE_HERE]*/
#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 sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
//uniform vec4 camPosWorld;
uniform float cloud_shadow;
uniform float max_y;
uniform float global_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 decode_normal (vec2 enc);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
void main()
{
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 = decode_normal(norm.xy); // unpack norm
float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);
da = clamp(da, 0.0, 1.0);
da = pow(da, global_gamma + 0.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec3 col;
float bloom = 0.0;
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
float ambient = dot(norm.xyz, sun_dir.xyz);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col.rgb = amblit;
col.rgb *= min(ambient, max(scol, 0.5));
col += (sunlit * da) * scol;
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*scol_ambocc.r*(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;
col += spec_contrib;
}
col = mix(col, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol, envIntensity);
}
if (norm.w < 0.5)
{
col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
}
frag_color.rgb = col;
frag_color.a = bloom;
}
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