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path: root/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
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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 vec4 gamma;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform float global_gamma;
uniform float scene_light_strength;
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 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
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 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 getPosition_d(vec2 pos_screen, float depth)
{
    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 /= pos.w;
    pos.w = 1.0;
    return pos;
}

vec4 getPosition(vec2 pos_screen)
{ //get position in screen space (world units) given window coordinate and depth map
    float depth = texture2DRect(depthMap, pos_screen.xy).r;
    return getPosition_d(pos_screen, depth);
}


#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif

void main() 
{
    vec2 tc = vary_fragcoord.xy;
    float depth = texture2DRect(depthMap, tc.xy).r;
    vec3 pos = getPosition_d(tc, depth).xyz;
    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);

    vec4 diffuse = texture2DRect(diffuseRect, tc);

    //convert to gamma space
	//diffuse.rgb = linear_to_srgb(diffuse.rgb);

    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));

        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), diffuse.a);
        }

        #ifdef WATER_FOG
            vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
            col = fogged.rgb;
            bloom = fogged.a;
        #endif

        //col = srgb_to_linear(col);

    }
    frag_color.rgb = col;
    frag_color.a = bloom;
}