Added bokeh DoF. Fixed some several SSAO and shadow combinations. Fixed GI crash bug. Enabled several fasttimers. Updated shaders.

This commit is contained in:
Shyotl
2011-05-24 20:31:17 -05:00
parent 34f252f52e
commit 4ee4d52b2f
21 changed files with 692 additions and 631 deletions

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@@ -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;
}

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@@ -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);
}

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@@ -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;
}

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@@ -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;
}

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@@ -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;
}

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@@ -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;
}

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@@ -1,346 +0,0 @@
/**
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
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;
// 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 vec3 env_mat[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;
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).a;
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);
//(TERRAIN) limit altitude
if (P.y > max_y.x) P *= (max_y.x / P.y);
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
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).a;
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
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
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);
vec3 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, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
/*
// screen-space cheap fakey reflection map
//
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// Offset the guess source a little according to a trivial
// checkerboard dither function and spec.a.
// This is meant to be similar to sampling a blurred version
// of the diffuse map. LOD would be better in that regard.
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
ref2d += vec2(checkoffset, checkoffset);
ref2d += tc.xy; // use as offset from destination
// Get attributes from the 2D guess point.
// We average two samples of diffuse (not of anything else) per
// pixel to try to reduce aliasing some more.
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
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);
// 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
// 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);
// apply sun color to guess-point, dampen according to inappropriateness of guess
float refmod = min(refapprop, reflit);
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
ssshiny *= 0.3; // dampen it even more
*/
vec3 ssshiny = vec3(0,0,0);
// add the two types of shiny together
col += (ssshiny + dumbshiny) * spec.rgb;
}
col = atmosLighting(col);
col = scaleSoftClip(col);
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}

View File

@@ -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);
}