Fix projector reflections.

This commit is contained in:
Shyotl
2018-02-19 01:58:32 -06:00
parent c77699dcd5
commit 50a0902f92
4 changed files with 137 additions and 163 deletions

View File

@@ -31,7 +31,6 @@ out vec4 frag_color;
//class 1 -- no shadows
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D depthMap;
@@ -63,38 +62,33 @@ uniform float size;
VARYING vec4 vary_fragcoord;
vec3 decode_normal(vec2 enc);
uniform mat4 inv_proj;
uniform vec2 noise_scale;
vec3 decode_normal(vec2 enc);
vec4 getPosition(vec2 pos_screen);
vec3 srgb_to_linear(vec3 cs);
vec4 srgb_to_linear(vec4 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -111,7 +105,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = tc-vec2(0.5);
@@ -136,8 +130,9 @@ void main()
{
discard;
}
vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
@@ -166,12 +161,12 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@@ -184,32 +179,34 @@ void main()
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = dlit*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
col += amb_da*color*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
@@ -252,21 +249,21 @@ void main()
if (stc.z > 0.0)
{
stc /= stc.w;
float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*spec.rgb;
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@@ -23,7 +23,6 @@
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -56,9 +55,10 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform float size;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec3 trans_center;
VARYING vec4 vary_fragcoord;
@@ -73,16 +73,15 @@ vec4 srgb_to_linear(vec4 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = srgb_to_linear(ret);
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
@@ -90,7 +89,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -132,10 +131,11 @@ void main()
{
discard;
}
vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
norm = normalize(norm);
@@ -162,26 +162,21 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec4 spec = texture2D(specularRect, frag.xy);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
vec3 dlit = vec3(0, 0, 0);
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float amb_da = proj_ambiance;
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
@@ -189,28 +184,34 @@ void main()
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
col = dlit*lit*diff_tex;
//amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
col += amb_da*color*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
//vec3 ref = dot(pos+lv, norm);
@@ -223,17 +224,15 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += dlit*scol*spec.rgb;
//col += spec.rgb;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -245,29 +244,27 @@ void main()
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
stc /= stc.w;
float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb;
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@@ -22,7 +22,6 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -35,7 +34,6 @@ uniform sampler2D specularRect;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -54,6 +52,9 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
// Shadows
uniform sampler2D lightMap;
uniform int proj_shadow_idx;
uniform float shadow_fade;
@@ -69,23 +70,18 @@ uniform vec2 noise_scale;
vec3 decode_normal(vec2 enc);
vec4 getPosition(vec2 pos_screen);
vec3 srgb_to_linear(vec3 cs);
vec4 srgb_to_linear(vec4 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
@@ -94,7 +90,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -112,7 +108,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
ret = srgb_to_linear(ret);
vec2 dist = tc-vec2(0.5);
@@ -137,9 +133,9 @@ void main()
{
discard;
}
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2D(lightMap, frag.xy);
@@ -148,9 +144,9 @@ void main()
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
@@ -181,7 +177,7 @@ void main()
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@@ -194,33 +190,32 @@ void main()
{
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = dlit*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
col += amb_da*color*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
@@ -229,7 +224,7 @@ void main()
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
//vec3 ref = dot(pos+lv, norm);
@@ -242,7 +237,7 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
@@ -262,27 +257,23 @@ void main()
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
stc /= stc.w;
if (stc.z > 0.0)
{
float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
stc /= stc.w;
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*shadow*spec.rgb;
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));

View File

@@ -22,7 +22,6 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -35,7 +34,6 @@ uniform sampler2D specularRect;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -54,12 +52,15 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
// Shadow
uniform sampler2D lightMap;
uniform int proj_shadow_idx;
uniform float shadow_fade;
uniform float size;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec3 trans_center;
VARYING vec4 vary_fragcoord;
@@ -74,18 +75,13 @@ vec4 srgb_to_linear(vec4 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
@@ -95,7 +91,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret = srgb_to_linear(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -137,7 +133,7 @@ void main()
{
discard;
}
float shadow = 1.0;
if (proj_shadow_idx >= 0)
@@ -148,9 +144,11 @@ void main()
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = decode_normal(norm.xy);
norm = normalize(norm);
@@ -177,24 +175,21 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec4 spec = texture2D(specularRect, frag.xy);
float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float amb_da = proj_ambiance;
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
@@ -202,31 +197,34 @@ void main()
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
col = dlit*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
col += amb_da*color*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 npos = -normalize(pos);
//vec3 ref = dot(pos+lv, norm);
@@ -239,7 +237,7 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
@@ -247,10 +245,6 @@ void main()
//col += spec.rgb;
}
}
if (envIntensity > 0.0)
{
@@ -263,29 +257,24 @@ void main()
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
stc /= stc.w;
float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));