/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl

https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 262 lines · 172 code · 64 blank · 26 comment · 12 complexity · 2e5c3edc9a9b5d1b5899697ba8277c43 MD5 · raw file

  1. /**
  2. * @file multiSpotLightF.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. #extension GL_ARB_texture_rectangle : enable
  26. #extension GL_ARB_texture_multisample : enable
  27. uniform sampler2DMS diffuseRect;
  28. uniform sampler2DMS specularRect;
  29. uniform sampler2DMS depthMap;
  30. uniform sampler2DMS normalMap;
  31. uniform sampler2DRect lightMap;
  32. uniform sampler2D noiseMap;
  33. uniform sampler2D lightFunc;
  34. uniform sampler2D projectionMap;
  35. uniform mat4 proj_mat; //screen space to light space
  36. uniform float proj_near; //near clip for projection
  37. uniform vec3 proj_p; //plane projection is emitting from (in screen space)
  38. uniform vec3 proj_n;
  39. uniform float proj_focus; //distance from plane to begin blurring
  40. uniform float proj_lod; //(number of mips in proj map)
  41. uniform float proj_range; //range between near clip and far clip plane of projection
  42. uniform float proj_ambient_lod;
  43. uniform float proj_ambiance;
  44. uniform float near_clip;
  45. uniform float far_clip;
  46. uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
  47. uniform float sun_wash;
  48. uniform int proj_shadow_idx;
  49. uniform float shadow_fade;
  50. varying vec4 vary_light;
  51. varying vec4 vary_fragcoord;
  52. uniform vec2 screen_res;
  53. uniform mat4 inv_proj;
  54. vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
  55. {
  56. vec4 ret = texture2DLod(projectionMap, tc, lod);
  57. vec2 dist = tc-vec2(0.5);
  58. float det = max(1.0-lod/(proj_lod*0.5), 0.0);
  59. float d = dot(dist,dist);
  60. ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
  61. return ret;
  62. }
  63. vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
  64. {
  65. vec4 ret = texture2DLod(projectionMap, tc, lod);
  66. vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
  67. float det = min(lod/(proj_lod*0.5), 1.0);
  68. float d = min(dist.x, dist.y);
  69. float edge = 0.25*det;
  70. ret *= clamp(d/edge, 0.0, 1.0);
  71. return ret;
  72. }
  73. vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
  74. {
  75. vec4 ret = texture2DLod(projectionMap, tc, lod);
  76. vec2 dist = tc-vec2(0.5);
  77. float d = dot(dist,dist);
  78. ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
  79. return ret;
  80. }
  81. vec4 getPosition(ivec2 pos_screen, int sample)
  82. {
  83. float depth = texelFetch(depthMap, pos_screen, sample).r;
  84. vec2 sc = vec2(pos_screen.xy)*2.0;
  85. sc /= screen_res;
  86. sc -= vec2(1.0,1.0);
  87. vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
  88. vec4 pos = inv_proj * ndc;
  89. pos /= pos.w;
  90. pos.w = 1.0;
  91. return pos;
  92. }
  93. void main()
  94. {
  95. int wght = 0;
  96. vec3 fcol = vec3(0,0,0);
  97. vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
  98. ivec2 itc = ivec2(frag.xy);
  99. float shadow = 1.0;
  100. if (proj_shadow_idx >= 0)
  101. {
  102. vec4 shd = texture2DRect(lightMap, frag);
  103. float sh[2];
  104. sh[0] = shd.b;
  105. sh[1] = shd.a;
  106. shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
  107. }
  108. for (int i = 0; i < samples; i++)
  109. {
  110. vec3 pos = getPosition(itc, i).xyz;
  111. vec3 lv = vary_light.xyz-pos.xyz;
  112. float dist2 = dot(lv,lv);
  113. dist2 /= vary_light.w;
  114. if (dist2 <= 1.0)
  115. {
  116. vec3 norm = texelFetch(normalMap, itc, i).xyz;
  117. norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
  118. norm = normalize(norm);
  119. float l_dist = -dot(lv, proj_n);
  120. vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
  121. if (proj_tc.z >= 0.0)
  122. {
  123. proj_tc.xyz /= proj_tc.w;
  124. float fa = gl_Color.a+1.0;
  125. float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
  126. if (dist_atten > 0.0)
  127. {
  128. lv = proj_origin-pos.xyz;
  129. lv = normalize(lv);
  130. float da = dot(norm, lv);
  131. vec3 col = vec3(0,0,0);
  132. vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
  133. float noise = texture2D(noiseMap, frag.xy/128.0).b;
  134. if (proj_tc.z > 0.0 &&
  135. proj_tc.x < 1.0 &&
  136. proj_tc.y < 1.0 &&
  137. proj_tc.x > 0.0 &&
  138. proj_tc.y > 0.0)
  139. {
  140. float lit = 0.0;
  141. float amb_da = proj_ambiance;
  142. if (da > 0.0)
  143. {
  144. float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
  145. float lod = diff * proj_lod;
  146. vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
  147. vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
  148. lit = da * dist_atten * noise;
  149. col = lcol*lit*diff_tex*shadow;
  150. amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
  151. }
  152. //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
  153. vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
  154. amb_da += (da*da*0.5+0.5)*proj_ambiance;
  155. amb_da *= dist_atten * noise;
  156. amb_da = min(amb_da, 1.0-lit);
  157. col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
  158. }
  159. vec4 spec = texelFetch(specularRect, itc, i);
  160. if (spec.a > 0.0)
  161. {
  162. vec3 ref = reflect(normalize(pos), norm);
  163. //project from point pos in direction ref to plane proj_p, proj_n
  164. vec3 pdelta = proj_p-pos;
  165. float ds = dot(ref, proj_n);
  166. if (ds < 0.0)
  167. {
  168. vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
  169. vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
  170. if (stc.z > 0.0)
  171. {
  172. stc.xy /= stc.w;
  173. float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
  174. stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
  175. if (stc.x < 1.0 &&
  176. stc.y < 1.0 &&
  177. stc.x > 0.0 &&
  178. stc.y > 0.0)
  179. {
  180. vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
  181. col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
  182. }
  183. }
  184. }
  185. }
  186. fcol += col;
  187. wght++;
  188. }
  189. }
  190. }
  191. }
  192. if (wght <= 0)
  193. {
  194. discard;
  195. }
  196. gl_FragColor.rgb = fcol/samples;
  197. gl_FragColor.a = 0.0;
  198. }