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/**
* @file giF.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
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect specularRect;
uniform sampler2D noiseMap;
uniform sampler2D diffuseGIMap;
uniform sampler2D specularGIMap;
uniform sampler2D normalGIMap;
uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
uniform vec4 sunlight_color;
uniform mat4 inv_proj;
uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
uniform float gi_sample_width;
uniform float gi_noise;
uniform float gi_attenuation;
uniform float gi_range;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
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 getGIPosition(vec2 gi_tc)
{
float depth = texture2D(depthGIMap, gi_tc).a;
vec2 sc = gi_tc*2.0;
sc -= vec2(1.0, 1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = gi_inv_proj*ndc;
pos.xyz /= pos.w;
pos.w = 1.0;
return pos;
}
vec3 giAmbient(vec3 pos, vec3 norm)
{
vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
gi_c.xyz /= gi_c.w;
vec4 gi_pos = gi_mat*vec4(pos,1.0);
vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
gi_norm = normalize(gi_norm);
vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
vec2 tcx = gi_norm.xy;
vec2 tcy = gi_norm.yx;
vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
vec3 eye_ref = reflect(eye_dir, gi_norm);
float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
vec3 fdiff = vec3(da);
float fda = da;
vec3 rcol = vec3(0,0,0);
float fsa = 0.0;
for (int i = -1; i <= 1; i += 2 )
{
for (int j = -1; j <= 1; j+= 2)
{
vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
tc += nz.xy*2.0;
tc *= gi_sample_width*0.25;
tc += gi_c.xy;
vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
vec3 lpos = getGIPosition(tc.xy).xyz;
vec3 at = lpos-gi_pos.xyz;
float dist = length(at);
float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
if (dist_atten > 0.01)
{ //possible contribution of indirect light to this surface
vec3 ldir = at;
float ld = -dot(ldir, lnorm);
if (ld < 0.0)
{
float ang_atten = dot(ldir, gi_norm);
if (ang_atten > 0.0)
{
vec4 spec = texture2D(specularGIMap, tc.xy);
at = normalize(at);
vec3 diff;
float da = 0.0;
//contribution from indirect source to visible pixel
vec3 ha = at;
ha.z -= 1.0;
ha = normalize(ha);
if (spec.a > 0.0)
{
float sa = dot(ha,lnorm);
da = texture2D(lightFunc, vec2(sa, spec.a)).r;
}
else
{
da = -lnorm.z;
}
diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
if (da > 0.0)
{ //contribution from visible pixel to eye
vec3 ha = normalize(at-eye_dir);
if (c_spec.a > 0.0)
{
float sa = dot(ha, gi_norm);
da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r;
}
else
{
da = dist_atten*dot(gi_norm, normalize(ldir));
}
fda += da;
fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
}
}
}
}
}
}
fdiff *= sunlight_color.rgb;
vec3 ret = fda*fdiff;
return clamp(ret,vec3(0.0), vec3(1.0));
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
float rad = gi_range*0.5;
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float dist = max(length(pos.xyz)-rad, 0.0);
float da = clamp(1.0-dist/rad, 0.0, 1.0);
vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
gl_FragColor.xyz = mix(vec3(0), ambient, da);
}
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