Added bokeh DoF. Fixed some several SSAO and shadow combinations. Fixed GI crash bug. Enabled several fasttimers. Updated shaders.
This commit is contained in:
@@ -1,68 +0,0 @@
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/**
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* @file avatarAlphaF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec4 vary_position;
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varying vec3 vary_normal;
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void main()
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{
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float shadow = 1.0;
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vec4 pos = vary_position;
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vec3 norm = normalize(vary_normal);
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vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
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if (pos.z > -shadow_clip.w)
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{
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if (pos.z < -shadow_clip.z)
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{
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vec4 lpos = shadow_matrix[3]*pos;
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shadow = shadow2DProj(shadowMap3, lpos).x;
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}
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else if (pos.z < -shadow_clip.y)
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{
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vec4 lpos = shadow_matrix[2]*pos;
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shadow = shadow2DProj(shadowMap2, lpos).x;
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}
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else if (pos.z < -shadow_clip.x)
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{
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vec4 lpos = shadow_matrix[1]*pos;
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shadow = shadow2DProj(shadowMap1, lpos).x;
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}
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else
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{
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vec4 lpos = shadow_matrix[0]*pos;
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shadow = shadow2DProj(shadowMap0, lpos).x;
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}
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}
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vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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@@ -19,10 +19,38 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec4 vary_position;
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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uniform float near_clip;
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float dist2 = d*d/(la*la);
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float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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return da;
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}
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void main()
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{
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@@ -42,9 +70,10 @@ void main()
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norm.z = dot(trans[2].xyz, gl_Normal);
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norm = normalize(norm);
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gl_Position = gl_ProjectionMatrix * pos;
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vary_position = pos;
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vary_normal = norm;
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vec4 frag_pos = gl_ProjectionMatrix * pos;
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gl_Position = frag_pos;
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vary_position = pos.xyz;
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calcAtmospherics(pos.xyz);
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@@ -52,18 +81,20 @@ void main()
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vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
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col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb = scaleDownLight(col.rgb);
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// Collect normal lights
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
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vary_pointlight_col = col.rgb*gl_Color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb += atmosAmbient(vec3(0.));
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col.rgb = atmosAmbient(vec3(0.));
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vary_ambient = col.rgb*gl_Color.rgb;
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vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
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@@ -73,7 +104,8 @@ void main()
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gl_FrontColor = col;
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gl_FogFragCoord = pos.z;
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vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
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}
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@@ -39,44 +39,50 @@ vec4 getPosition(vec2 pos_screen)
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void main()
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{
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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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vec2 tc = vary_fragcoord.xy;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec3 pos = getPosition(vary_fragcoord.xy).xyz;
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vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
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vec3 pos = getPosition(tc).xyz;
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vec4 ccol = texture2DRect(lightMap, tc).rgba;
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vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
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dlt /= max(-pos.z*dist_factor, 1.0);
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vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
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vec4 col = defined_weight.xyxx * ccol;
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// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
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float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
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// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
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//This causes some pretty nasty artifacting, so disabling for now.
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//tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
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for (int i = 1; i < 4; i++)
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{
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vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
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vec3 samppos = getPosition(tc).xyz;
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vec2 samptc = tc + kern[i].z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= 0.003)
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, tc)*kern[i].xyxx;
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col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
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defined_weight += kern[i].xy;
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}
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}
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for (int i = 1; i < 4; i++)
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{
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vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
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vec3 samppos = getPosition(tc).xyz;
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vec2 samptc = tc - kern[i].z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= 0.003)
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, tc)*kern[i].xyxx;
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col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
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defined_weight += kern[i].xy;
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}
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}
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col /= defined_weight.xyxx;
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col.y *= col.y;
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gl_FragColor = col;
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}
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@@ -10,50 +10,128 @@
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect localLightMap;
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uniform sampler2DRect sunLightMap;
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uniform sampler2DRect giLightMap;
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uniform sampler2D luminanceMap;
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uniform sampler2DRect lightMap;
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uniform sampler2DRect edgeMap;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D bloomMap;
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uniform vec3 lum_quad;
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uniform float lum_lod;
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uniform vec4 ambient;
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uniform vec3 gi_quad;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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uniform float focal_distance;
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uniform float blur_constant;
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uniform float tan_pixel_angle;
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uniform float magnification;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).a;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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return p.z/p.w;
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}
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float calc_cof(float depth)
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{
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float sc = abs(depth-focal_distance)/-depth*blur_constant;
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sc /= magnification;
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// tan_pixel_angle = pixel_length/-depth;
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float pixel_length = tan_pixel_angle*-focal_distance;
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sc = sc/pixel_length;
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sc *= 1.414;
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return sc;
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}
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void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
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|| d < cur_depth) //sampled pixel is further away than current pixel
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{
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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}
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void main()
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{
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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec2 tc = vary_fragcoord.xy;
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vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
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float luminance = lum.r;
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luminance = luminance*lum_quad.y+lum_quad.z;
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float depth = getDepth(tc);
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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{
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float w = 1.0;
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float sc = calc_cof(depth);
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sc = min(abs(sc), 10.0);
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float fd = depth*0.5f;
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float PI = 3.14159265358979323846264;
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float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
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vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
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gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
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gi_col *= diff;
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vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
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vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
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// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
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//if (depth < focal_distance)
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{
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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for (int i=0; i<its; ++i)
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{
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float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
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}
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sc -= 1.0;
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}
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}
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diff /= w;
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}
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sun_col *= 1.0/min(luminance, 1.0);
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gi_col *= 1.0/luminance;
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vec3 col = sun_col.rgb+gi_col+local_col;
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gl_FragColor.rgb = col.rgb;
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col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
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gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
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//gl_FragColor.rgb = vec3(lum_lod);
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vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
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gl_FragColor = diff + bloom;
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}
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@@ -11,12 +11,9 @@
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect positionMap;
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uniform sampler2DRect normalMap;
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uniform sampler2DRect lightMap;
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uniform sampler2DRect depthMap;
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uniform sampler2D noiseMap;
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uniform samplerCube environmentMap;
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uniform sampler2D lightFunc;
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uniform float blur_size;
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@@ -278,7 +275,6 @@ void main()
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vec3 col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
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col *= diffuse.rgb;
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if (spec.a > 0.0) // specular reflection
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@@ -288,7 +284,6 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
//
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
@@ -12,12 +12,8 @@
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform float blur_fidelity;
|
||||
@@ -41,12 +37,10 @@ uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
uniform float scene_light_strength;
|
||||
uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
//uniform mat4 shadow_matrix[3];
|
||||
//uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
@@ -57,6 +51,9 @@ vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition_d(vec2 pos_screen, float depth)
|
||||
{
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
@@ -269,14 +266,10 @@ void main()
|
||||
vec4 diffuse = texture2DRect(diffuseRect, tc);
|
||||
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);
|
||||
calcAtmospherics(pos.xyz, 1.0);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
|
||||
col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
@@ -286,7 +279,7 @@ void main()
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
@@ -312,20 +305,18 @@ void main()
|
||||
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
|
||||
float refdepth = texture2DRect(depthMap, ref2d).a;
|
||||
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
|
||||
float refshad = texture2DRect(lightMap, ref2d).r;
|
||||
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
|
||||
refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
|
||||
refn = normalize(refn);
|
||||
refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
|
||||
// figure out how appropriate our guess actually was
|
||||
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
|
||||
// darken reflections from points which face away from the reflected ray - our guess was a back-face
|
||||
//refapprop *= step(dot(refnorm, refn), 0.0);
|
||||
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
|
||||
// get appropriate light strength for guess-point
|
||||
// get appropriate light strength for guess-point.
|
||||
// reflect light direction to increase the illusion that
|
||||
// these are reflections.
|
||||
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
|
||||
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
|
||||
float reflit = max(dot(refn, reflight.xyz), 0.0);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
@@ -51,57 +51,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
float dist = dot(pos.xyz,pos.xyz);
|
||||
|
||||
if (dist < 64.0*64.0)
|
||||
{
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
|
||||
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,98 +0,0 @@
|
||||
/**
|
||||
* @file avatarAlphaF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec3 scaleSoftClip(vec3 light);
|
||||
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_normal;
|
||||
|
||||
uniform float shadow_bias;
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float shadow = 1.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
vec3 norm = normalize(vary_normal);
|
||||
|
||||
//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
|
||||
|
||||
vec4 spos = pos;
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 1.5);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 1.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 1.5);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.5);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -22,12 +22,38 @@ vec3 scaleUpLight(vec3 light);
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_normal;
|
||||
varying vec3 vary_fragcoord;
|
||||
varying vec3 vary_pointlight_col;
|
||||
|
||||
uniform float near_clip;
|
||||
uniform float shadow_offset;
|
||||
uniform float shadow_bias;
|
||||
|
||||
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
||||
//get distance
|
||||
float d = length(lv);
|
||||
|
||||
//normalize light vector
|
||||
lv *= 1.0/d;
|
||||
|
||||
//distance attenuation
|
||||
float dist2 = d*d/(la*la);
|
||||
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
|
||||
// spotlight coefficient.
|
||||
float spot = max(dot(-ln, lv), is_pointlight);
|
||||
da *= spot*spot; // GL_SPOT_EXPONENT=2
|
||||
|
||||
//angular attenuation
|
||||
da *= calcDirectionalLight(n, lv);
|
||||
|
||||
return da;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
@@ -50,7 +76,6 @@ void main()
|
||||
|
||||
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
|
||||
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
|
||||
vary_normal = norm;
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
@@ -58,18 +83,20 @@ void main()
|
||||
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
|
||||
|
||||
// Collect normal lights (need to be divided by two, as we later multiply by 2)
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
|
||||
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
|
||||
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
// Collect normal lights
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
|
||||
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
|
||||
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
|
||||
|
||||
vary_pointlight_col = col.rgb*gl_Color.rgb;
|
||||
|
||||
col.rgb = vec3(0,0,0);
|
||||
|
||||
// Add windlight lights
|
||||
col.rgb += atmosAmbient(vec3(0.));
|
||||
col.rgb = atmosAmbient(vec3(0.));
|
||||
|
||||
vary_ambient = col.rgb*gl_Color.rgb;
|
||||
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
|
||||
@@ -79,7 +106,7 @@ void main()
|
||||
gl_FrontColor = col;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,81 +0,0 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform float dist_factor;
|
||||
uniform float blur_size;
|
||||
uniform vec2 delta;
|
||||
uniform vec3 kern[4];
|
||||
uniform float kern_scale;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
vec3 pos = getPosition(vary_fragcoord.xy).xyz;
|
||||
vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
|
||||
|
||||
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
|
||||
|
||||
dlt /= max(-pos.z*dist_factor, 1.0);
|
||||
|
||||
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
|
||||
vec4 col = defined_weight.xyxx * ccol;
|
||||
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
col /= defined_weight.xyxx;
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
/**
|
||||
* @file postDeferredF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect localLightMap;
|
||||
uniform sampler2DRect sunLightMap;
|
||||
uniform sampler2DRect giLightMap;
|
||||
uniform sampler2D luminanceMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform vec3 gi_lum_quad;
|
||||
uniform vec3 sun_lum_quad;
|
||||
uniform vec3 lum_quad;
|
||||
uniform float lum_lod;
|
||||
uniform vec4 ambient;
|
||||
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
|
||||
|
||||
float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z;
|
||||
|
||||
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
|
||||
|
||||
float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
|
||||
|
||||
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
|
||||
gi_col *= diff;
|
||||
|
||||
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
|
||||
|
||||
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
|
||||
|
||||
|
||||
float sun_lum = 1.0-lum;
|
||||
sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
|
||||
|
||||
float gi_lum = lum;
|
||||
gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
|
||||
gi_col *= 1.0/gi_lum;
|
||||
|
||||
vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
|
||||
|
||||
gl_FragColor.rgb = col.rgb;
|
||||
gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
|
||||
|
||||
//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* @file postDeferredV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -63,15 +63,13 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
|
||||
float dist = dot(pos.xyz,pos.xyz);
|
||||
|
||||
if (dist < 64.0*64.0)
|
||||
{
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
@@ -80,38 +78,35 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
|
||||
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
@@ -13,8 +13,7 @@ uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
@@ -43,7 +42,6 @@ uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user