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/**
* @file class3/deferred/shVisF.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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
/////////////////////////////////////////////////////////////////////////
// Fragment shader for L1 SH debug rendering
/////////////////////////////////////////////////////////////////////////
uniform sampler2D sh_input_r;
uniform sampler2D sh_input_g;
uniform sampler2D sh_input_b;
uniform mat3 inv_modelviewprojection;
VARYING vec4 vary_pos;
void main(void)
{
vec2 coord = vary_pos.xy + vec2(0.5,0.5);
coord.x *= (1.6/0.9);
if (dot(coord, coord) > 0.25)
{
discard;
}
vec4 n = vec4(coord*2.0, 0.0, 1);
//n.y = -n.y;
n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0));
//n.xyz = inv_modelviewprojection * n.xyz;
vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
vec4 l1r = texture2D(sh_input_r, vec2(0,0));
vec4 l1g = texture2D(sh_input_g, vec2(0,0));
vec4 l1b = texture2D(sh_input_b, vec2(0,0));
vec3 indirect = vec3(
dot(l1r, l1tap * n),
dot(l1g, l1tap * n),
dot(l1b, l1tap * n));
//indirect = pow(indirect, vec3(0.45));
indirect *= 3.0;
frag_color = vec4(indirect, 1.0);
}
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