/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 335 lines · 217 code · 59 blank · 59 comment · 2 complexity · 8b0c5883496402cd615c9d9cd346baea MD5 · raw file
- /**
- * @file 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
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
- uniform sampler2DRect diffuseRect;
- uniform sampler2DRect specularRect;
- uniform sampler2DRect normalMap;
- uniform sampler2DRect lightMap;
- uniform sampler2DRect depthMap;
- 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 mat3 env_mat;
- uniform vec4 shadow_clip;
- uniform mat3 ssao_effect_mat;
- uniform mat4 inv_proj;
- uniform vec2 screen_res;
- uniform vec3 sun_dir;
- VARYING vec2 vary_fragcoord;
- vec3 vary_PositionEye;
- vec3 vary_SunlitColor;
- vec3 vary_AmblitColor;
- vec3 vary_AdditiveColor;
- vec3 vary_AtmosAttenuation;
- 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).r;
- 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);
-
- 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 + (vec4(1.) - ambient) * 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).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec3 col;
- float bloom = 0.0;
- if (diffuse.a < 0.9)
- {
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- 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);
-
- 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, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(spec.a-diffuse.a*2.0, 0.0));
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- gl_FragColor.rgb = col;
- gl_FragColor.a = bloom;
- }