/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
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Possible License(s): LGPL-2.1
1/**
2 * @file giF.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 depthMap;
31uniform sampler2DRect normalMap;
32uniform sampler2DRect lightMap;
33uniform sampler2DRect specularRect;
34
35uniform sampler2D noiseMap;
36
37uniform sampler2D diffuseGIMap;
38uniform sampler2D specularGIMap;
39uniform sampler2D normalGIMap;
40uniform sampler2D depthGIMap;
41
42uniform sampler2D lightFunc;
43
44// Inputs
45varying vec2 vary_fragcoord;
46
47uniform vec2 screen_res;
48
49uniform vec4 sunlight_color;
50
51uniform mat4 inv_proj;
52uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
53uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
54uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
55uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
56uniform float gi_sample_width;
57uniform float gi_noise;
58uniform float gi_attenuation;
59uniform float gi_range;
60
61vec4 getPosition(vec2 pos_screen)
62{
63 float depth = texture2DRect(depthMap, pos_screen.xy).a;
64 vec2 sc = pos_screen.xy*2.0;
65 sc /= screen_res;
66 sc -= vec2(1.0,1.0);
67 vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
68 vec4 pos = inv_proj * ndc;
69 pos /= pos.w;
70 pos.w = 1.0;
71 return pos;
72}
73
74vec4 getGIPosition(vec2 gi_tc)
75{
76 float depth = texture2D(depthGIMap, gi_tc).a;
77 vec2 sc = gi_tc*2.0;
78 sc -= vec2(1.0, 1.0);
79 vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
80 vec4 pos = gi_inv_proj*ndc;
81 pos.xyz /= pos.w;
82 pos.w = 1.0;
83 return pos;
84}
85
86vec3 giAmbient(vec3 pos, vec3 norm)
87{
88 vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
89 gi_c.xyz /= gi_c.w;
90
91 vec4 gi_pos = gi_mat*vec4(pos,1.0);
92 vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
93 gi_norm = normalize(gi_norm);
94
95 vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
96 vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
97 gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
98 vec2 tcx = gi_norm.xy;
99 vec2 tcy = gi_norm.yx;
100
101 vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
102
103 vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
104 vec3 eye_ref = reflect(eye_dir, gi_norm);
105
106 float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
107 vec3 fdiff = vec3(da);
108 float fda = da;
109
110 vec3 rcol = vec3(0,0,0);
111
112 float fsa = 0.0;
113
114
115 for (int i = -1; i <= 1; i += 2 )
116 {
117 for (int j = -1; j <= 1; j+= 2)
118 {
119 vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
120 tc += nz.xy*2.0;
121 tc *= gi_sample_width*0.25;
122 tc += gi_c.xy;
123
124 vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
125 vec3 lpos = getGIPosition(tc.xy).xyz;
126
127 vec3 at = lpos-gi_pos.xyz;
128 float dist = length(at);
129 float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
130
131
132 if (dist_atten > 0.01)
133 { //possible contribution of indirect light to this surface
134 vec3 ldir = at;
135
136 float ld = -dot(ldir, lnorm);
137
138 if (ld < 0.0)
139 {
140 float ang_atten = dot(ldir, gi_norm);
141
142 if (ang_atten > 0.0)
143 {
144 vec4 spec = texture2D(specularGIMap, tc.xy);
145 at = normalize(at);
146 vec3 diff;
147
148 float da = 0.0;
149
150 //contribution from indirect source to visible pixel
151 vec3 ha = at;
152 ha.z -= 1.0;
153 ha = normalize(ha);
154 if (spec.a > 0.0)
155 {
156 float sa = dot(ha,lnorm);
157 da = texture2D(lightFunc, vec2(sa, spec.a)).a;
158 }
159 else
160 {
161 da = -lnorm.z;
162 }
163
164 diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
165
166 if (da > 0.0)
167 { //contribution from visible pixel to eye
168 vec3 ha = normalize(at-eye_dir);
169 if (c_spec.a > 0.0)
170 {
171 float sa = dot(ha, gi_norm);
172 da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
173 }
174 else
175 {
176 da = dist_atten*dot(gi_norm, normalize(ldir));
177 }
178 fda += da;
179 fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
180 }
181 }
182 }
183 }
184 }
185 }
186
187 fdiff *= sunlight_color.rgb;
188
189 vec3 ret = fda*fdiff;
190
191 return clamp(ret,vec3(0.0), vec3(1.0));
192}
193
194void main()
195{
196 vec2 pos_screen = vary_fragcoord.xy;
197 vec4 pos = getPosition(pos_screen);
198
199 float rad = gi_range*0.5;
200
201 vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
202 norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
203 float dist = max(length(pos.xyz)-rad, 0.0);
204
205 float da = clamp(1.0-dist/rad, 0.0, 1.0);
206
207 vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
208
209
210 gl_FragData[0].xyz = mix(vec3(0), ambient, da);
211}