summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
blob: ecf6858136e8d16542d5d95033ae4bef3a76e546 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
/** 
 * @file class3/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 sampler2D     lightFunc;

uniform float blur_size;
uniform samplerCube environmentMap;

uniform float blur_fidelity;

// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform vec4 gamma;
uniform float cloud_shadow;
uniform float max_y;
uniform vec4 glow;
uniform float global_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;

uniform vec3 sun_dir;
VARYING vec2 vary_fragcoord;

uniform mat4 inv_proj;
uniform mat4 inv_modelview;

uniform vec2 screen_res;

uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
uniform sampler3D single_mie_scattering_texture;
uniform sampler2D irradiance_texture;

uniform sampler2D sh_input_r;
uniform sampler2D sh_input_g;
uniform sampler2D sh_input_b;

vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);

vec3 scaleSoftClipFrag(vec3 c);
vec3 fullbrightScaleSoftClipFrag(vec3 c);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);

vec3 ColorFromRadiance(vec3 radiance);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(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;
	vec3 pos = getPositionWithDepth(tc, depth).xyz;
	vec4 norm = texture2DRect(normalMap, tc);
	float envIntensity = norm.z;
    norm.xyz = decode_normal(norm.xy);

	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);

	float light_gamma = 1.0/1.3;

	vec4 diffuse = texture2DRect(diffuseRect, tc); // linear

	vec3 col;
	float bloom = 0.0;
	{
        vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);

		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;

        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 * vec4(1, norm.xyz)),
                             dot(l1g, l1tap * vec4(1, norm.xyz)),
                             dot(l1b, l1tap * vec4(1, norm.xyz)));

        indirect = clamp(indirect, vec3(0), vec3(1.0));

        vec3 transmittance;
        vec3 sky_irradiance;
        vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance);
        vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance);

        vec3 radiance   = scol * (sun_irradiance + sky_irradiance) + inscatter;
        vec3 atmo_color = ColorFromRadiance(radiance);

        col = atmo_color + indirect;
        col *= transmittance;
        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 = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;
			
			// 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 sun_direction  = (inv_modelview * vec4(sun_dir, 1.0)).xyz;
            vec3 radiance_sun  = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance);
            vec3 refcol = ColorFromRadiance(radiance_sun);
			col = mix(col.rgb, refcol, envIntensity);
		}
						
		/*if (norm.w < 0.5)
		{
			col = scaleSoftClipFrag(col);
		}*/

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

        col = pow(col, vec3(light_gamma));
	}
	
	frag_color.rgb = col;
	frag_color.a = bloom;
}