/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
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Possible License(s): LGPL-2.1
1/** 2 * @file spotLightF.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#extension GL_ARB_texture_rectangle : enable 28 29#ifdef DEFINE_GL_FRAGCOLOR 30out vec4 gl_FragColor; 31#endif 32 33uniform sampler2DRect diffuseRect; 34uniform sampler2DRect specularRect; 35uniform sampler2DRect depthMap; 36uniform sampler2DRect normalMap; 37uniform sampler2D noiseMap; 38uniform sampler2D projectionMap; 39 40uniform mat4 proj_mat; //screen space to light space 41uniform float proj_near; //near clip for projection 42uniform vec3 proj_p; //plane projection is emitting from (in screen space) 43uniform vec3 proj_n; 44uniform float proj_focus; //distance from plane to begin blurring 45uniform float proj_lod; //(number of mips in proj map) 46uniform float proj_range; //range between near clip and far clip plane of projection 47uniform float proj_ambiance; 48uniform float near_clip; 49uniform float far_clip; 50 51uniform vec3 proj_origin; //origin of projection to be used for angular attenuation 52uniform float sun_wash; 53 54uniform vec3 center; 55uniform vec3 color; 56uniform float falloff; 57uniform float size; 58 59VARYING vec4 vary_fragcoord; 60uniform vec2 screen_res; 61 62uniform mat4 inv_proj; 63 64vec4 getPosition(vec2 pos_screen) 65{ 66 float depth = texture2DRect(depthMap, pos_screen.xy).a; 67 vec2 sc = pos_screen.xy*2.0; 68 sc /= screen_res; 69 sc -= vec2(1.0,1.0); 70 vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); 71 vec4 pos = inv_proj * ndc; 72 pos /= pos.w; 73 pos.w = 1.0; 74 return pos; 75} 76 77void main() 78{ 79 vec4 frag = vary_fragcoord; 80 frag.xyz /= frag.w; 81 frag.xyz = frag.xyz*0.5+0.5; 82 frag.xy *= screen_res; 83 84 vec3 pos = getPosition(frag.xy).xyz; 85 vec3 lv = center.xyz-pos.xyz; 86 float dist2 = dot(lv,lv); 87 dist2 /= size; 88 if (dist2 > 1.0) 89 { 90 discard; 91 } 92 93 vec3 norm = texture2DRect(normalMap, frag.xy).xyz; 94 norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm 95 96 norm = normalize(norm); 97 float l_dist = -dot(lv, proj_n); 98 99 vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); 100 if (proj_tc.z < 0.0) 101 { 102 discard; 103 } 104 105 proj_tc.xyz /= proj_tc.w; 106 107 float fa = falloff+1.0; 108 float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); 109 110 lv = proj_origin-pos.xyz; 111 lv = normalize(lv); 112 float da = dot(norm, lv); 113 114 vec3 col = vec3(0,0,0); 115 116 vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; 117 118 float noise = texture2D(noiseMap, frag.xy/128.0).b; 119 if (proj_tc.z > 0.0 && 120 proj_tc.x < 1.0 && 121 proj_tc.y < 1.0 && 122 proj_tc.x > 0.0 && 123 proj_tc.y > 0.0) 124 { 125 float lit = 0.0; 126 if (da > 0.0) 127 { 128 float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); 129 float lod = diff * proj_lod; 130 131 vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); 132 133 vec3 lcol = color.rgb * plcol.rgb * plcol.a; 134 135 lit = da * dist_atten * noise; 136 137 col = lcol*lit*diff_tex; 138 } 139 140 float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); 141 float lod = diff * proj_lod; 142 vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); 143 //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); 144 float amb_da = proj_ambiance; 145 146 amb_da += (da*da*0.5+0.5)*proj_ambiance; 147 148 amb_da *= dist_atten * noise; 149 150 amb_da = min(amb_da, 1.0-lit); 151 152 col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; 153 } 154 155 156 vec4 spec = texture2DRect(specularRect, frag.xy); 157 if (spec.a > 0.0) 158 { 159 vec3 ref = reflect(normalize(pos), norm); 160 161 //project from point pos in direction ref to plane proj_p, proj_n 162 vec3 pdelta = proj_p-pos; 163 float ds = dot(ref, proj_n); 164 165 if (ds < 0.0) 166 { 167 vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; 168 169 vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; 170 171 if (stc.z > 0.0) 172 { 173 stc.xy /= stc.z+proj_near; 174 175 if (stc.x < 1.0 && 176 stc.y < 1.0 && 177 stc.x > 0.0 && 178 stc.y > 0.0) 179 { 180 vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); 181 col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; 182 } 183 } 184 } 185 } 186 187 gl_FragColor.rgb = col; 188 gl_FragColor.a = 0.0; 189}