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/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
text | 335 lines | 276 code | 59 blank | 0 comment | 0 complexity | 306c7c9a2a8cd3794ac5f6acd5c5c4d8 MD5 | raw file
  1/** 
  2 * @file softenLightF.glsl
  3 *
  4 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  5 * Second Life Viewer Source Code
  6 * Copyright (C) 2007, Linden Research, Inc.
  7 * 
  8 * This library is free software; you can redistribute it and/or
  9 * modify it under the terms of the GNU Lesser General Public
 10 * License as published by the Free Software Foundation;
 11 * version 2.1 of the License only.
 12 * 
 13 * This library is distributed in the hope that it will be useful,
 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 16 * Lesser General Public License for more details.
 17 * 
 18 * You should have received a copy of the GNU Lesser General Public
 19 * License along with this library; if not, write to the Free Software
 20 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 21 * 
 22 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 23 * $/LicenseInfo$
 24 */
 25 
 26
 27
 28#extension GL_ARB_texture_rectangle : enable
 29
 30uniform sampler2DRect diffuseRect;
 31uniform sampler2DRect specularRect;
 32uniform sampler2DRect normalMap;
 33uniform sampler2DRect lightMap;
 34uniform sampler2D	  noiseMap;
 35uniform samplerCube environmentMap;
 36uniform sampler2D	  lightFunc;
 37uniform vec3 gi_quad;
 38
 39uniform float blur_size;
 40uniform float blur_fidelity;
 41
 42// Inputs
 43uniform vec4 morphFactor;
 44uniform vec3 camPosLocal;
 45//uniform vec4 camPosWorld;
 46uniform vec4 gamma;
 47uniform vec4 lightnorm;
 48uniform vec4 sunlight_color;
 49uniform vec4 ambient;
 50uniform vec4 blue_horizon;
 51uniform vec4 blue_density;
 52uniform vec4 haze_horizon;
 53uniform vec4 haze_density;
 54uniform vec4 cloud_shadow;
 55uniform vec4 density_multiplier;
 56uniform vec4 distance_multiplier;
 57uniform vec4 max_y;
 58uniform vec4 glow;
 59uniform float scene_light_strength;
 60uniform vec3 env_mat[3];
 61uniform vec4 shadow_clip;
 62uniform mat3 ssao_effect_mat;
 63
 64uniform sampler2DRect depthMap;
 65uniform mat4 inv_proj;
 66uniform vec2 screen_res;
 67
 68varying vec4 vary_light;
 69varying vec2 vary_fragcoord;
 70
 71vec3 vary_PositionEye;
 72
 73vec3 vary_SunlitColor;
 74vec3 vary_AmblitColor;
 75vec3 vary_AdditiveColor;
 76vec3 vary_AtmosAttenuation;
 77uniform float gi_ambiance;
 78
 79vec4 getPosition_d(vec2 pos_screen, float depth)
 80{
 81	vec2 sc = pos_screen.xy*2.0;
 82	sc /= screen_res;
 83	sc -= vec2(1.0,1.0);
 84	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
 85	vec4 pos = inv_proj * ndc;
 86	pos /= pos.w;
 87	pos.w = 1.0;
 88	return pos;
 89}
 90
 91vec4 getPosition(vec2 pos_screen)
 92{ //get position in screen space (world units) given window coordinate and depth map
 93	float depth = texture2DRect(depthMap, pos_screen.xy).a;
 94	return getPosition_d(pos_screen, depth);
 95}
 96
 97vec3 getPositionEye()
 98{
 99	return vary_PositionEye;
100}
101vec3 getSunlitColor()
102{
103	return vary_SunlitColor;
104}
105vec3 getAmblitColor()
106{
107	return vary_AmblitColor;
108}
109vec3 getAdditiveColor()
110{
111	return vary_AdditiveColor;
112}
113vec3 getAtmosAttenuation()
114{
115	return vary_AtmosAttenuation;
116}
117
118
119void setPositionEye(vec3 v)
120{
121	vary_PositionEye = v;
122}
123
124void setSunlitColor(vec3 v)
125{
126	vary_SunlitColor = v;
127}
128
129void setAmblitColor(vec3 v)
130{
131	vary_AmblitColor = v;
132}
133
134void setAdditiveColor(vec3 v)
135{
136	vary_AdditiveColor = v;
137}
138
139void setAtmosAttenuation(vec3 v)
140{
141	vary_AtmosAttenuation = v;
142}
143
144void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
145
146	vec3 P = inPositionEye;
147	setPositionEye(P);
148	
149	//(TERRAIN) limit altitude
150	if (P.y > max_y.x) P *= (max_y.x / P.y);
151	if (P.y < -max_y.x) P *= (-max_y.x / P.y);
152
153	vec3 tmpLightnorm = lightnorm.xyz;
154
155	vec3 Pn = normalize(P);
156	float Plen = length(P);
157
158	vec4 temp1 = vec4(0);
159	vec3 temp2 = vec3(0);
160	vec4 blue_weight;
161	vec4 haze_weight;
162	vec4 sunlight = sunlight_color;
163	vec4 light_atten;
164
165	//sunlight attenuation effect (hue and brightness) due to atmosphere
166	//this is used later for sunlight modulation at various altitudes
167	light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
168		//I had thought blue_density and haze_density should have equal weighting,
169		//but attenuation due to haze_density tends to seem too strong
170
171	temp1 = blue_density + vec4(haze_density.r);
172	blue_weight = blue_density / temp1;
173	haze_weight = vec4(haze_density.r) / temp1;
174
175	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
176	temp2.y = max(0.0, tmpLightnorm.y);
177	temp2.y = 1. / temp2.y;
178	sunlight *= exp( - light_atten * temp2.y);
179
180	// main atmospheric scattering line integral
181	temp2.z = Plen * density_multiplier.x;
182
183	// Transparency (-> temp1)
184	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
185	// compiler gets confused.
186	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
187
188	//final atmosphere attenuation factor
189	setAtmosAttenuation(temp1.rgb);
190	
191	//compute haze glow
192	//(can use temp2.x as temp because we haven't used it yet)
193	temp2.x = dot(Pn, tmpLightnorm.xyz);
194	temp2.x = 1. - temp2.x;
195		//temp2.x is 0 at the sun and increases away from sun
196	temp2.x = max(temp2.x, .03);	//was glow.y
197		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
198	temp2.x *= glow.x;
199		//higher glow.x gives dimmer glow (because next step is 1 / "angle")
200	temp2.x = pow(temp2.x, glow.z);
201		//glow.z should be negative, so we're doing a sort of (1 / "angle") function
202
203	//add "minimum anti-solar illumination"
204	temp2.x += .25;
205	
206	//increase ambient when there are more clouds
207	vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5;
208	
209	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas
210	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
211	 * // The following line of code performs the equivalent of:
212	 * float ambAlpha = tmpAmbient.a;
213	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
214	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
215	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
216	 */
217	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
218
219	//haze color
220	setAdditiveColor(
221		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
222	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
223		  + tmpAmbient)));
224
225	//brightness of surface both sunlight and ambient
226	setSunlitColor(vec3(sunlight * .5));
227	setAmblitColor(vec3(tmpAmbient * .25));
228	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
229}
230
231vec3 atmosLighting(vec3 light)
232{
233	light *= getAtmosAttenuation().r;
234	light += getAdditiveColor();
235	return (2.0 * light);
236}
237
238vec3 atmosTransport(vec3 light) {
239	light *= getAtmosAttenuation().r;
240	light += getAdditiveColor() * 2.0;
241	return light;
242}
243vec3 atmosGetDiffuseSunlightColor()
244{
245	return getSunlitColor();
246}
247
248vec3 scaleDownLight(vec3 light)
249{
250	return (light / scene_light_strength );
251}
252
253vec3 scaleUpLight(vec3 light)
254{
255	return (light * scene_light_strength);
256}
257
258vec3 atmosAmbient(vec3 light)
259{
260	return getAmblitColor() + light / 2.0;
261}
262
263vec3 atmosAffectDirectionalLight(float lightIntensity)
264{
265	return getSunlitColor() * lightIntensity;
266}
267
268vec3 scaleSoftClip(vec3 light)
269{
270	//soft clip effect:
271	light = 1. - clamp(light, vec3(0.), vec3(1.));
272	light = 1. - pow(light, gamma.xxx);
273
274	return light;
275}
276
277void main() 
278{
279	vec2 tc = vary_fragcoord.xy;
280	float depth = texture2DRect(depthMap, tc.xy).a;
281	vec3 pos = getPosition_d(tc, depth).xyz;
282	vec3 norm = texture2DRect(normalMap, tc).xyz;
283	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
284	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
285	
286	float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
287	
288	vec4 diffuse = texture2DRect(diffuseRect, tc);
289	vec3 col;
290	float bloom = 0.0;
291
292	if (diffuse.a < 0.9)
293	{
294		vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
295	
296		da = texture2D(lightFunc, vec2(da, 0.0)).a;
297		
298		vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
299		float scol = max(scol_ambocc.r, diffuse.a); 
300		float ambocc = scol_ambocc.g;
301	
302		calcAtmospherics(pos.xyz, ambocc);
303	
304		col = atmosAmbient(vec3(0));
305		col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
306	
307		col *= diffuse.rgb;
308	
309		if (spec.a > 0.0) // specular reflection
310		{
311			// the old infinite-sky shiny reflection
312			//
313			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
314			float sa = dot(refnormpersp, vary_light.xyz);
315			vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
316		
317			// add the two types of shiny together
318			vec3 spec_contrib = dumbshiny * spec.rgb;
319			bloom = dot(spec_contrib, spec_contrib);
320			col += spec_contrib;		
321		}
322	
323		col = atmosLighting(col);
324		col = scaleSoftClip(col);
325
326		col = mix(col, diffuse.rgb, diffuse.a);
327	}
328	else
329	{
330		col = diffuse.rgb;
331	}
332		
333	gl_FragColor.rgb = col;
334	gl_FragColor.a = bloom;
335}