/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
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Possible License(s): LGPL-2.1
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 26#ifdef DEFINE_GL_FRAGCOLOR 27out vec4 gl_FragColor; 28#endif 29 30//class 1 -- no shadows 31 32#extension GL_ARB_texture_rectangle : enable 33 34uniform sampler2DRect diffuseRect; 35uniform sampler2DRect specularRect; 36uniform sampler2DRect depthMap; 37uniform sampler2DRect normalMap; 38uniform samplerCube environmentMap; 39uniform sampler2D noiseMap; 40uniform sampler2D projectionMap; 41 42uniform mat4 proj_mat; //screen space to light space 43uniform float proj_near; //near clip for projection 44uniform vec3 proj_p; //plane projection is emitting from (in screen space) 45uniform vec3 proj_n; 46uniform float proj_focus; //distance from plane to begin blurring 47uniform float proj_lod; //(number of mips in proj map) 48uniform float proj_range; //range between near clip and far clip plane of projection 49uniform float proj_ambient_lod; 50uniform float proj_ambiance; 51uniform float near_clip; 52uniform float far_clip; 53 54uniform vec3 proj_origin; //origin of projection to be used for angular attenuation 55uniform float sun_wash; 56uniform int proj_shadow_idx; 57uniform float shadow_fade; 58 59uniform vec3 center; 60uniform vec3 color; 61uniform float falloff; 62uniform float size; 63 64VARYING vec4 vary_fragcoord; 65uniform vec2 screen_res; 66 67uniform mat4 inv_proj; 68 69vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) 70{ 71 vec4 ret = texture2DLod(projectionMap, tc, lod); 72 73 vec2 dist = tc-vec2(0.5); 74 75 float det = max(1.0-lod/(proj_lod*0.5), 0.0); 76 77 float d = dot(dist,dist); 78 79 ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); 80 81 return ret; 82} 83 84vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) 85{ 86 vec4 ret = texture2DLod(projectionMap, tc, lod); 87 88 vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); 89 90 float det = min(lod/(proj_lod*0.5), 1.0); 91 92 float d = min(dist.x, dist.y); 93 94 float edge = 0.25*det; 95 96 ret *= clamp(d/edge, 0.0, 1.0); 97 98 return ret; 99} 100 101vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) 102{ 103 vec4 ret = texture2DLod(projectionMap, tc, lod); 104 105 vec2 dist = tc-vec2(0.5); 106 107 float d = dot(dist,dist); 108 109 ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); 110 111 return ret; 112} 113 114 115vec4 getPosition(vec2 pos_screen) 116{ 117 float depth = texture2DRect(depthMap, pos_screen.xy).r; 118 vec2 sc = pos_screen.xy*2.0; 119 sc /= screen_res; 120 sc -= vec2(1.0,1.0); 121 vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); 122 vec4 pos = inv_proj * ndc; 123 pos /= pos.w; 124 pos.w = 1.0; 125 return pos; 126} 127 128void main() 129{ 130 vec4 frag = vary_fragcoord; 131 frag.xyz /= frag.w; 132 frag.xyz = frag.xyz*0.5+0.5; 133 frag.xy *= screen_res; 134 135 vec3 pos = getPosition(frag.xy).xyz; 136 vec3 lv = center.xyz-pos.xyz; 137 float dist2 = dot(lv,lv); 138 dist2 /= size; 139 if (dist2 > 1.0) 140 { 141 discard; 142 } 143 144 vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; 145 146 norm = normalize(norm); 147 float l_dist = -dot(lv, proj_n); 148 149 vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); 150 if (proj_tc.z < 0.0) 151 { 152 discard; 153 } 154 155 proj_tc.xyz /= proj_tc.w; 156 157 float fa = falloff+1.0; 158 float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); 159 if (dist_atten <= 0.0) 160 { 161 discard; 162 } 163 164 lv = proj_origin-pos.xyz; 165 lv = normalize(lv); 166 float da = dot(norm, lv); 167 168 vec3 col = vec3(0,0,0); 169 170 vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; 171 172 float noise = texture2D(noiseMap, frag.xy/128.0).b; 173 if (proj_tc.z > 0.0 && 174 proj_tc.x < 1.0 && 175 proj_tc.y < 1.0 && 176 proj_tc.x > 0.0 && 177 proj_tc.y > 0.0) 178 { 179 float lit = 0.0; 180 float amb_da = proj_ambiance; 181 182 if (da > 0.0) 183 { 184 float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); 185 float lod = diff * proj_lod; 186 187 vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); 188 189 vec3 lcol = color.rgb * plcol.rgb * plcol.a; 190 191 lit = da * dist_atten * noise; 192 193 col = lcol*lit*diff_tex; 194 amb_da += (da*0.5)*proj_ambiance; 195 } 196 197 //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); 198 vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); 199 200 amb_da += (da*da*0.5+0.5)*proj_ambiance; 201 202 amb_da *= dist_atten * noise; 203 204 amb_da = min(amb_da, 1.0-lit); 205 206 col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; 207 } 208 209 210 vec4 spec = texture2DRect(specularRect, frag.xy); 211 if (spec.a > 0.0) 212 { 213 vec3 ref = reflect(normalize(pos), norm); 214 215 //project from point pos in direction ref to plane proj_p, proj_n 216 vec3 pdelta = proj_p-pos; 217 float ds = dot(ref, proj_n); 218 219 if (ds < 0.0) 220 { 221 vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; 222 223 vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); 224 225 if (stc.z > 0.0) 226 { 227 stc.xy /= stc.w; 228 229 float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); 230 231 stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); 232 233 if (stc.x < 1.0 && 234 stc.y < 1.0 && 235 stc.x > 0.0 && 236 stc.y > 0.0) 237 { 238 vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); 239 col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; 240 } 241 } 242 } 243 } 244 245 gl_FragColor.rgb = col; 246 gl_FragColor.a = 0.0; 247}