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/**
* @file softenLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform vec3 gi_quad;
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 vec4 haze_horizon;
uniform vec4 haze_density;
uniform vec4 cloud_shadow;
uniform vec4 density_multiplier;
uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform vec3 env_mat[3];
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
uniform sampler2DRect depthMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
vec3 vary_PositionEye;
vec3 vary_SunlitColor;
vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform float gi_ambiance;
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).a;
return getPosition_d(pos_screen, depth);
}
vec3 getPositionEye()
{
return vary_PositionEye;
}
vec3 getSunlitColor()
{
return vary_SunlitColor;
}
vec3 getAmblitColor()
{
return vary_AmblitColor;
}
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
return vary_AtmosAttenuation;
}
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
}
void setSunlitColor(vec3 v)
{
vary_SunlitColor = v;
}
void setAmblitColor(vec3 v)
{
vary_AmblitColor = v;
}
void setAdditiveColor(vec3 v)
{
vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
vary_AtmosAttenuation = v;
}
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
//(TERRAIN) limit altitude
if (P.y > max_y.x) P *= (max_y.x / P.y);
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
float Plen = length(P);
vec4 temp1 = vec4(0);
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = sunlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
temp1 = blue_density + vec4(haze_density.r);
blue_weight = blue_density / temp1;
haze_weight = vec4(haze_density.r) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
temp2.z = Plen * density_multiplier.x;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
//compute haze glow
//(can use temp2.x as temp because we haven't used it yet)
temp2.x = dot(Pn, tmpLightnorm.xyz);
temp2.x = 1. - temp2.x;
//temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .03); //was glow.y
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
//add "minimum anti-solar illumination"
temp2.x += .25;
//increase ambient when there are more clouds
vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
* // The following line of code performs the equivalent of:
* float ambAlpha = tmpAmbient.a;
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
*/
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
//haze color
setAdditiveColor(
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
vec3 atmosLighting(vec3 light)
{
light *= getAtmosAttenuation().r;
light += getAdditiveColor();
return (2.0 * light);
}
vec3 atmosTransport(vec3 light) {
light *= getAtmosAttenuation().r;
light += getAdditiveColor() * 2.0;
return light;
}
vec3 atmosGetDiffuseSunlightColor()
{
return getSunlitColor();
}
vec3 scaleDownLight(vec3 light)
{
return (light / scene_light_strength );
}
vec3 scaleUpLight(vec3 light)
{
return (light * scene_light_strength);
}
vec3 atmosAmbient(vec3 light)
{
return getAmblitColor() + light / 2.0;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
return getSunlitColor() * lightIntensity;
}
vec3 scaleSoftClip(vec3 light)
{
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
light = 1. - pow(light, gamma.xxx);
return light;
}
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).a;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
da = texture2D(lightFunc, vec2(da, 0.0)).a;
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);
vec3 col = atmosAmbient(vec3(0));
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
col *= diffuse.rgb;
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
// screen-space cheap fakey reflection map
//
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// Offset the guess source a little according to a trivial
// checkerboard dither function and spec.a.
// This is meant to be similar to sampling a blurred version
// of the diffuse map. LOD would be better in that regard.
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
ref2d += vec2(checkoffset, checkoffset);
ref2d += tc.xy; // use as offset from destination
// Get attributes from the 2D guess point.
// We average two samples of diffuse (not of anything else) per
// pixel to try to reduce aliasing some more.
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
// darken reflections from points which face away from the reflected ray - our guess was a back-face
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
// get appropriate light strength for guess-point.
// reflect light direction to increase the illusion that
// these are reflections.
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
// apply sun color to guess-point, dampen according to inappropriateness of guess
float refmod = min(refapprop, reflit);
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
ssshiny *= 0.3; // dampen it even more
// add the two types of shiny together
col += (ssshiny + dumbshiny) * spec.rgb;
}
col = atmosLighting(col);
col = scaleSoftClip(col);
gl_FragColor.rgb = col;
//gl_FragColor.rgb = gi_col.rgb;
gl_FragColor.a = 0.0;
//gl_FragColor.rg = scol_ambocc.rg;
//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
//gl_FragColor.rgb = norm.rgb*0.5+0.5;
//gl_FragColor.rgb = vec3(ambocc);
//gl_FragColor.rgb = vec3(scol);
}
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