Imported existing code
This commit is contained in:
@@ -0,0 +1,14 @@
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/**
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* @file avatarF.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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void default_lighting();
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void main()
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{
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default_lighting();
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}
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@@ -0,0 +1,24 @@
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/**
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* @file avatarSkinV.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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attribute vec4 weight; //1
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uniform vec4 matrixPalette[45];
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mat4 getSkinnedTransform()
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{
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mat4 ret;
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int i = int(floor(weight.x));
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float x = fract(weight.x);
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ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
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ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
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ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
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ret[3] = vec4(0,0,0,1);
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return ret;
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}
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@@ -0,0 +1,43 @@
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/**
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* @file avatarV.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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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, gl_Normal);
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norm.y = dot(trans[1].xyz, gl_Normal);
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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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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FogFragCoord = length(pos.xyz);
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calcAtmospherics(pos.xyz);
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vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
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gl_FrontColor = color;
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}
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@@ -0,0 +1,14 @@
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/**
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* @file eyeballF.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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void default_lighting();
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void main()
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{
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default_lighting();
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}
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@@ -0,0 +1,27 @@
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/**
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* @file eyeballV.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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vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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void main()
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{
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//transform vertex
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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calcAtmospherics(pos.xyz);
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vec4 specular = vec4(1.0);
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vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
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gl_FrontColor = color;
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}
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@@ -0,0 +1,13 @@
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/**
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* @file pickAvatarF.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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void main()
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{
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gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a);
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}
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@@ -0,0 +1,23 @@
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/**
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* @file pickAvatarV.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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mat4 getSkinnedTransform();
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void main()
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{
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vec4 pos;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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@@ -0,0 +1,88 @@
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/**
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* @file alphaF.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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#extension GL_ARB_texture_rectangle : enable
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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 sampler2DRect positionMap;
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uniform mat4 shadow_matrix[4];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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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 vec3 vary_fragcoord;
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varying vec3 vary_position;
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uniform float alpha_soften;
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec3 samp_pos = texture2DRect(positionMap, frag).xyz;
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float shadow = 1.0;
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vec4 pos = vec4(vary_position, 1.0);
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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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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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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.rgb*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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if (samp_pos.z != 0.0)
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{
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float dist_factor = alpha_soften;
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float a = gl_Color.a;
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a *= a;
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dist_factor *= 1.0/(1.0-a);
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color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
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}
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//gl_FragColor = gl_Color;
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gl_FragColor = color;
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//gl_FragColor = vec4(1,0,1,1);
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}
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@@ -0,0 +1,69 @@
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/**
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* @file alphaV.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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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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vec3 atmosAmbient(vec3 light);
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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 vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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uniform float near_clip;
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void main()
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{
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//transform vertex
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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vary_position = pos.xyz;
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
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vec4 col;
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col.a = gl_Color.a;
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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col.rgb = scaleUpLight(col.rgb);
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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*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
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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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vary_ambient = col.rgb*gl_Color.rgb;
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vary_directional.rgb = 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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col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
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gl_FrontColor = col;
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gl_FogFragCoord = pos.z;
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pos = gl_ModelViewProjectionMatrix * gl_Vertex;
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vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
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}
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@@ -0,0 +1,68 @@
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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[4];
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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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@@ -0,0 +1,78 @@
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/**
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* @file avatarAlphaV.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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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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vec3 atmosAmbient(vec3 light);
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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_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, gl_Normal);
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norm.y = dot(trans[1].xyz, gl_Normal);
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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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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
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vec4 col;
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col.a = gl_Color.a;
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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col.rgb = scaleUpLight(col.rgb);
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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*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
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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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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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col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
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gl_FrontColor = col;
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gl_FogFragCoord = pos.z;
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}
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@@ -0,0 +1,20 @@
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/**
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||||
* @file avatarF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragData[1] = vec4(0,0,0,0);
|
||||
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file avatarShadowF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
/**
|
||||
* @file avatarShadowV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
mat4 getSkinnedTransform();
|
||||
|
||||
attribute vec4 weight;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
vec4 pos;
|
||||
vec3 norm;
|
||||
|
||||
mat4 trans = getSkinnedTransform();
|
||||
pos.x = dot(trans[0], gl_Vertex);
|
||||
pos.y = dot(trans[1], gl_Vertex);
|
||||
pos.z = dot(trans[2], gl_Vertex);
|
||||
pos.w = 1.0;
|
||||
|
||||
norm.x = dot(trans[0].xyz, gl_Normal);
|
||||
norm.y = dot(trans[1].xyz, gl_Normal);
|
||||
norm.z = dot(trans[2].xyz, gl_Normal);
|
||||
norm = normalize(norm);
|
||||
|
||||
pos = gl_ProjectionMatrix * pos;
|
||||
//smash geometry against near clip plane
|
||||
pos.z = max(pos.z, -1.0);
|
||||
gl_Position = pos;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
/**
|
||||
* @file avatarV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
mat4 getSkinnedTransform();
|
||||
|
||||
attribute vec4 weight;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
vec4 pos;
|
||||
vec3 norm;
|
||||
|
||||
mat4 trans = getSkinnedTransform();
|
||||
pos.x = dot(trans[0], gl_Vertex);
|
||||
pos.y = dot(trans[1], gl_Vertex);
|
||||
pos.z = dot(trans[2], gl_Vertex);
|
||||
pos.w = 1.0;
|
||||
|
||||
norm.x = dot(trans[0].xyz, gl_Normal);
|
||||
norm.y = dot(trans[1].xyz, gl_Normal);
|
||||
norm.z = dot(trans[2].xyz, gl_Normal);
|
||||
norm = normalize(norm);
|
||||
|
||||
vary_position = pos;
|
||||
vary_normal = norm;
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * pos;
|
||||
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform vec2 delta;
|
||||
uniform vec3 kern[32];
|
||||
uniform int kern_length;
|
||||
uniform float kern_scale;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
|
||||
vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz;
|
||||
vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg;
|
||||
|
||||
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
|
||||
|
||||
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'
|
||||
vec2 col = defined_weight * ccol;
|
||||
|
||||
for (int i = 1; i < kern_length; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
|
||||
vec3 samppos = texture2DRect(positionMap, tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc).rg*kern[i].xy;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
|
||||
col /= defined_weight;
|
||||
|
||||
gl_FragColor = vec4(col.r, col.g, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* @file bumpF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
|
||||
varying vec3 vary_mat0;
|
||||
varying vec3 vary_mat1;
|
||||
varying vec3 vary_mat2;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
|
||||
vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
|
||||
|
||||
vec3 tnorm = vec3(dot(norm,vary_mat0),
|
||||
dot(norm,vary_mat1),
|
||||
dot(norm,vary_mat2));
|
||||
|
||||
gl_FragData[0].rgb = gl_Color.rgb*col;
|
||||
gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
|
||||
gl_FragData[2] = vec4(normalize(tnorm), 0.0);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* @file bumpV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_mat0;
|
||||
varying vec3 vary_mat1;
|
||||
varying vec3 vary_mat2;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vary_position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
||||
vec3 t = cross(b, n);
|
||||
|
||||
vary_mat0 = vec3(t.x, b.x, n.x);
|
||||
vary_mat1 = vec3(t.y, b.y, n.y);
|
||||
vary_mat2 = vec3(t.z, b.z, n.z);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @file diffuseF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
|
||||
gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0);
|
||||
gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
|
||||
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
/**
|
||||
* @file diffuseV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vary_position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
/**
|
||||
* @file fullbrightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2DShadow shadowMap0;
|
||||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2DRect positionMap;
|
||||
|
||||
uniform mat4 shadow_matrix[4];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light);
|
||||
vec3 fullbrightScaleSoftClip(vec3 light);
|
||||
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec4 vary_position;
|
||||
varying vec3 vary_normal;
|
||||
varying vec3 vary_fragcoord;
|
||||
|
||||
uniform float alpha_soften;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
vec3 samp_pos = texture2DRect(positionMap, frag).xyz;
|
||||
|
||||
float shadow = 1.0;
|
||||
vec4 pos = vary_position;
|
||||
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color;
|
||||
|
||||
color.rgb = fullbrightAtmosTransport(color.rgb);
|
||||
|
||||
color.rgb = fullbrightScaleSoftClip(color.rgb);
|
||||
|
||||
if (samp_pos.z != 0.0)
|
||||
{
|
||||
float dist_factor = alpha_soften;
|
||||
float a = gl_Color.a;
|
||||
a *= a;
|
||||
dist_factor *= 1.0/(1.0-a);
|
||||
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
|
||||
}
|
||||
|
||||
//gl_FragColor = gl_Color;
|
||||
gl_FragColor = color;
|
||||
//gl_FragColor = vec4(1,0,1,1);
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file fullbrightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
vec3 scaleDownLight(vec3 light);
|
||||
vec3 scaleUpLight(vec3 light);
|
||||
|
||||
varying vec4 vary_position;
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_normal;
|
||||
varying vec3 vary_fragcoord;
|
||||
uniform float near_clip;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
vary_position = pos;
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
|
||||
pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @file impostorF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
|
||||
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, vary_position.z);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
/**
|
||||
* @file impostorV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vary_position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
/**
|
||||
* @file multiPointLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
||||
uniform int light_count;
|
||||
|
||||
uniform vec4 light[16];
|
||||
uniform vec4 light_col[16];
|
||||
|
||||
varying vec3 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
|
||||
vec3 pos = texture2DRect(positionMap, frag.xy).xyz;
|
||||
vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz);
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
vec3 out_col = vec3(0,0,0);
|
||||
|
||||
for (int i = 0; i < light_count; ++i)
|
||||
{
|
||||
vec3 lv = light[i].xyz-pos;
|
||||
float dist2 = dot(lv,lv);
|
||||
if (dist2 > light[i].w)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float da = dot(norm, lv);
|
||||
if (da < 0.0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
lv = normalize(lv);
|
||||
da = dot(norm, lv);
|
||||
|
||||
float fa = light_col[i].a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-light[i].w*(1.0-fa))/(light[i].w*fa), 0.0, 1.0);
|
||||
dist_atten *= noise;
|
||||
|
||||
float lit = da * dist_atten;
|
||||
|
||||
vec3 col = light_col[i].rgb*lit*diff;
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
float sa = dot(ref,lv);
|
||||
sa = max(sa, 0.0);
|
||||
sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*light_col[i].rgb*spec.rgb;
|
||||
}
|
||||
|
||||
out_col += col;
|
||||
}
|
||||
|
||||
//attenuate point light contribution by SSAO component
|
||||
out_col *= texture2DRect(lightMap, frag.xy).g;
|
||||
|
||||
gl_FragColor.rgb = out_col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* @file pointLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec3 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
vec3 pos = texture2DRect(positionMap, frag).xyz;
|
||||
vec3 lv = vary_light.xyz-pos;
|
||||
float dist2 = dot(lv,lv);
|
||||
if (dist2 > vary_light.w)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 norm = texture2DRect(normalMap, frag).xyz;
|
||||
float da = dot(norm, lv);
|
||||
if (da < 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
norm = normalize(norm);
|
||||
lv = normalize(lv);
|
||||
da = dot(norm, lv);
|
||||
|
||||
float noise = texture2D(noiseMap, frag/128.0).b;
|
||||
|
||||
vec3 col = texture2DRect(diffuseRect, frag).rgb;
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0);
|
||||
float lit = da * dist_atten * noise;
|
||||
|
||||
col = gl_Color.rgb*lit*col;
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
float sa = dot(ref,lv);
|
||||
sa = max(sa, 0.0);
|
||||
sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*gl_Color.rgb*spec.rgb;
|
||||
}
|
||||
|
||||
//attenuate point light contribution by SSAO component
|
||||
col *= texture2DRect(lightMap, frag.xy).g;
|
||||
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
/**
|
||||
* @file pointLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec3 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
uniform float near_clip;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
|
||||
vec4 tex = gl_MultiTexCoord0;
|
||||
tex.w = 1.0;
|
||||
|
||||
vary_light = gl_MultiTexCoord0;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* @file shadowF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file shadowV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
|
||||
//smash geometry against the near clip plane (great for ortho projections)
|
||||
pos.z = max(pos.z, -1.0);
|
||||
gl_Position = pos;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,279 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
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 mat4 shadow_matrix[3];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec3 vary_PositionEye;
|
||||
|
||||
vec3 vary_SunlitColor;
|
||||
vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
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;
|
||||
vec3 pos = texture2DRect(positionMap, tc).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
|
||||
|
||||
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
|
||||
|
||||
vec4 diffuse = vec4(texture2DRect(diffuseRect, tc).rgb, 1.0);
|
||||
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
|
||||
|
||||
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
|
||||
float scol = scol_ambocc.r;
|
||||
float ambocc = scol_ambocc.g;
|
||||
|
||||
calcAtmospherics(pos.xyz, ambocc);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(min(da, scol));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.2)
|
||||
{
|
||||
vec3 ref = reflect(pos.xyz, norm.xyz);
|
||||
vec3 rc;
|
||||
rc.x = dot(ref, env_mat[0]);
|
||||
rc.y = dot(ref, env_mat[1]);
|
||||
rc.z = dot(ref, env_mat[2]);
|
||||
|
||||
vec3 refcol = textureCube(environmentMap, rc).rgb;
|
||||
col.rgb += refcol * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
//gl_FragColor.rg = scol_ambocc.rg;
|
||||
//gl_FragColor.rgb = norm.rgb*0.5+0.5;
|
||||
//gl_FragColor.rgb = vec3(ambocc);
|
||||
//gl_FragColor.rgb = vec3(scol);
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
|
||||
vec4 tex = gl_MultiTexCoord0;
|
||||
tex.w = 1.0;
|
||||
|
||||
vary_light = gl_MultiTexCoord0;
|
||||
}
|
||||
@@ -0,0 +1,139 @@
|
||||
/**
|
||||
* @file sunLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DShadow shadowMap0;
|
||||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[4];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform float ssao_radius;
|
||||
uniform float ssao_max_radius;
|
||||
uniform float ssao_factor;
|
||||
uniform float ssao_factor_inv;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
varying vec4 vary_light;
|
||||
|
||||
//calculate decreases in ambient lighting when crowded out (SSAO)
|
||||
float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
{
|
||||
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;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
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 = texture2DRect(positionMap, samppos_screen).xyz;
|
||||
|
||||
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)
|
||||
|
||||
//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);
|
||||
|
||||
// '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);
|
||||
|
||||
return 1.0 - (float(points != 0) * angle_hidden);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec4 pos = vec4(texture2DRect(positionMap, pos_screen).xyz, 1.0);
|
||||
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
|
||||
|
||||
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
|
||||
{
|
||||
gl_FragColor = vec4(0.0); // doesn't matter
|
||||
return;
|
||||
}*/
|
||||
|
||||
float shadow = 1.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
||||
|
||||
if (dp_directional_light == 0.0)
|
||||
{
|
||||
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
|
||||
shadow = 0.0;
|
||||
}
|
||||
else if (pos.z > -shadow_clip.w)
|
||||
{
|
||||
if (pos.z < -shadow_clip.z)
|
||||
{
|
||||
vec4 lpos = shadow_matrix[3]*pos;
|
||||
shadow = shadow2DProj(shadowMap3, lpos).x;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (pos.z < -shadow_clip.y)
|
||||
{
|
||||
vec4 lpos = shadow_matrix[2]*pos;
|
||||
shadow = shadow2DProj(shadowMap2, lpos).x;
|
||||
}
|
||||
else if (pos.z < -shadow_clip.x)
|
||||
{
|
||||
vec4 lpos = shadow_matrix[1]*pos;
|
||||
shadow = shadow2DProj(shadowMap1, lpos).x;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos = shadow_matrix[0]*pos;
|
||||
shadow = shadow2DProj(shadowMap0, lpos).x;
|
||||
}
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
||||
shadow = min(shadow, dp_directional_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers - just use directional shading as shadow
|
||||
shadow = dp_directional_light;
|
||||
}
|
||||
|
||||
gl_FragColor[0] = shadow;
|
||||
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
|
||||
//gl_FragColor[2] is unused as of August 2008, may be used for debugging
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* @file sunLightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec4 vary_light;
|
||||
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;
|
||||
vec4 tex = gl_MultiTexCoord0;
|
||||
tex.w = 1.0;
|
||||
|
||||
vary_light = gl_MultiTexCoord0;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
/**
|
||||
* @file terrainF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D detail_0;
|
||||
uniform sampler2D detail_1;
|
||||
uniform sampler2D detail_2;
|
||||
uniform sampler2D detail_3;
|
||||
uniform sampler2D alpha_ramp;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
|
||||
|
||||
vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
|
||||
vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
|
||||
vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
|
||||
vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
|
||||
|
||||
float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
|
||||
float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
|
||||
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
|
||||
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
|
||||
|
||||
gl_FragData[0] = vec4(outColor.rgb, 1.0);
|
||||
gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
|
||||
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file terrainV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
|
||||
{
|
||||
vec4 tcoord;
|
||||
|
||||
tcoord.x = dot(vpos, tp0);
|
||||
tcoord.y = dot(vpos, tp1);
|
||||
tcoord.z = tc.z;
|
||||
tcoord.w = tc.w;
|
||||
|
||||
tcoord = mat * tcoord;
|
||||
|
||||
return tcoord;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
vary_position = gl_ModelViewMatrix * gl_Vertex;
|
||||
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
// Transform and pass tex coords
|
||||
gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
|
||||
|
||||
vec4 t = gl_MultiTexCoord1;
|
||||
|
||||
gl_TexCoord[0].zw = t.xy;
|
||||
gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
|
||||
gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @file treeF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragData[0] = gl_Color*col;
|
||||
gl_FragData[1] = vec4(0,0,0,0);
|
||||
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
|
||||
gl_FragData[3] = vary_position;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
/**
|
||||
* @file treeV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_normal;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vary_position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
157
indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
Normal file
157
indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
Normal file
@@ -0,0 +1,157 @@
|
||||
/**
|
||||
* @file waterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 scaleSoftClip(vec3 inColor);
|
||||
vec3 atmosTransport(vec3 inColor);
|
||||
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
uniform sampler2DShadow shadowMap0;
|
||||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform mat4 shadow_matrix[4];
|
||||
uniform vec4 shadow_clip;
|
||||
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
varying vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
float dist = length(view.xy);
|
||||
|
||||
//normalize view vector
|
||||
vec3 viewVec = normalize(view.xyz);
|
||||
|
||||
//get wave normals
|
||||
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
//get base fresnel components
|
||||
|
||||
vec3 df = vec3(
|
||||
dot(viewVec, wave1),
|
||||
dot(viewVec, (wave2 + wave3) * 0.5),
|
||||
dot(viewVec, wave3)
|
||||
) * fresnelScale + fresnelOffset;
|
||||
df *= df;
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
float dmod = sqrt(dist);
|
||||
|
||||
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
||||
|
||||
//get reflected color
|
||||
vec2 refdistort1 = wave1.xy*normScale.x;
|
||||
vec2 refvec1 = distort+refdistort1/dmod_scale;
|
||||
vec4 refcol1 = texture2D(refTex, refvec1);
|
||||
|
||||
vec2 refdistort2 = wave2.xy*normScale.y;
|
||||
vec2 refvec2 = distort+refdistort2/dmod_scale;
|
||||
vec4 refcol2 = texture2D(refTex, refvec2);
|
||||
|
||||
vec2 refdistort3 = wave3.xy*normScale.z;
|
||||
vec2 refvec3 = distort+refdistort3/dmod_scale;
|
||||
vec4 refcol3 = texture2D(refTex, refvec3);
|
||||
|
||||
vec4 refcol = refcol1 + refcol2 + refcol3;
|
||||
float df1 = df.x + df.y + df.z;
|
||||
refcol *= df1 * 0.333;
|
||||
|
||||
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
||||
wavef.z *= max(-viewVec.z, 0.1);
|
||||
wavef = normalize(wavef);
|
||||
|
||||
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
|
||||
|
||||
vec2 refdistort4 = wavef.xy*0.125;
|
||||
refdistort4.y -= abs(refdistort4.y);
|
||||
vec2 refvec4 = distort+refdistort4/dmod;
|
||||
float dweight = min(dist2*blurMultiplier, 1.0);
|
||||
vec4 baseCol = texture2D(refTex, refvec4);
|
||||
refcol = mix(baseCol*df2, refcol, dweight);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, 128.0);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
//mix with reflection
|
||||
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
|
||||
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
|
||||
|
||||
float shadow = 1.0;
|
||||
vec4 pos = vary_position;
|
||||
|
||||
vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
|
||||
|
||||
if (pos.z > -shadow_clip.w)
|
||||
{
|
||||
vec4 spos = pos;
|
||||
|
||||
if (pos.z < -shadow_clip.z)
|
||||
{
|
||||
vec4 lpos = (shadow_matrix[3]*spos);
|
||||
shadow = shadow2DProj(shadowMap3, lpos).x;
|
||||
}
|
||||
else if (pos.z < -shadow_clip.y)
|
||||
{
|
||||
vec4 lpos = (shadow_matrix[2]*spos);
|
||||
shadow = shadow2DProj(shadowMap2, lpos).x;
|
||||
}
|
||||
else if (pos.z < -shadow_clip.x)
|
||||
{
|
||||
vec4 lpos = (shadow_matrix[1]*spos);
|
||||
shadow = shadow2DProj(shadowMap1, lpos).x;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos = (shadow_matrix[0]*spos);
|
||||
shadow = shadow2DProj(shadowMap0, lpos).x;
|
||||
}
|
||||
}
|
||||
|
||||
spec *= shadow;
|
||||
color.rgb += spec * specular;
|
||||
|
||||
color.rgb = atmosTransport(color.rgb);
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
color.a = spec * sunAngle2;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
/**
|
||||
* @file waterV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec2 d1;
|
||||
uniform vec2 d2;
|
||||
uniform float time;
|
||||
uniform vec3 eyeVec;
|
||||
uniform float waterHeight;
|
||||
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
varying vec4 vary_position;
|
||||
|
||||
float wave(vec2 v, float t, float f, vec2 d, float s)
|
||||
{
|
||||
return (dot(d, v)*f + t*s)*f;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
vec4 position = gl_Vertex;
|
||||
mat4 modelViewProj = gl_ModelViewProjectionMatrix;
|
||||
|
||||
vec4 oPosition;
|
||||
|
||||
//get view vector
|
||||
vec3 oEyeVec;
|
||||
oEyeVec.xyz = position.xyz-eyeVec;
|
||||
|
||||
float d = length(oEyeVec.xy);
|
||||
float ld = min(d, 2560.0);
|
||||
|
||||
position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
|
||||
view.xyz = oEyeVec;
|
||||
|
||||
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
|
||||
d *= d;
|
||||
|
||||
oPosition = position;
|
||||
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
|
||||
vary_position = gl_ModelViewMatrix * oPosition;
|
||||
oPosition = modelViewProj * oPosition;
|
||||
|
||||
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
|
||||
|
||||
//get wave position parameter (create sweeping horizontal waves)
|
||||
vec3 v = position.xyz;
|
||||
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
|
||||
|
||||
//push position for further horizon effect.
|
||||
position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
|
||||
position.w = 1.0;
|
||||
position = position*gl_ModelViewMatrix;
|
||||
|
||||
calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
|
||||
|
||||
|
||||
//pass wave parameters to pixel shader
|
||||
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
|
||||
//get two normal map (detail map) texture coordinates
|
||||
littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
|
||||
littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
|
||||
view.w = bigWave.y;
|
||||
refCoord.w = bigWave.x;
|
||||
|
||||
gl_Position = oPosition;
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
/**
|
||||
* @file glowExtractF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseMap;
|
||||
uniform float minLuminance;
|
||||
uniform float maxExtractAlpha;
|
||||
uniform vec3 lumWeights;
|
||||
uniform vec3 warmthWeights;
|
||||
uniform float warmthAmount;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
|
||||
|
||||
/// CALCULATING LUMINANCE (Using NTSC lum weights)
|
||||
/// http://en.wikipedia.org/wiki/Luma_%28video%29
|
||||
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
|
||||
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
|
||||
|
||||
gl_FragColor.rgb = col.rgb;
|
||||
gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* @file glowExtractV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
|
||||
}
|
||||
31
indra/newview/app_settings/shaders/class1/effects/glowF.glsl
Normal file
31
indra/newview/app_settings/shaders/class1/effects/glowF.glsl
Normal file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* @file glowF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform float glowStrength;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// ATI compiler falls down on array initialization.
|
||||
float kern[8];
|
||||
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
|
||||
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
|
||||
|
||||
col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
|
||||
col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
|
||||
col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
|
||||
col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
|
||||
col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
|
||||
col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
|
||||
col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
|
||||
|
||||
gl_FragColor = vec4(col.rgb * glowStrength, col.a);
|
||||
}
|
||||
22
indra/newview/app_settings/shaders/class1/effects/glowV.glsl
Normal file
22
indra/newview/app_settings/shaders/class1/effects/glowV.glsl
Normal file
@@ -0,0 +1,22 @@
|
||||
/**
|
||||
* @file glowV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec2 glowDelta;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
|
||||
gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
|
||||
gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
|
||||
gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
|
||||
gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
|
||||
gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
|
||||
gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
|
||||
gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* @file terrainF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D detail0;
|
||||
uniform sampler2D detail1;
|
||||
uniform sampler2D alphaRamp;
|
||||
|
||||
void main()
|
||||
{
|
||||
float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
|
||||
vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
|
||||
texture2D(detail0, gl_TexCoord[0].xy).rgb,
|
||||
a);
|
||||
|
||||
gl_FragColor.rgb = color;
|
||||
gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
/**
|
||||
* @file terrainV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
|
||||
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
|
||||
{
|
||||
vec4 tcoord;
|
||||
|
||||
tcoord.x = dot(vpos, tp0);
|
||||
tcoord.y = dot(vpos, tp1);
|
||||
tcoord.z = tc.z;
|
||||
tcoord.w = tc.w;
|
||||
|
||||
tcoord = mat * tcoord;
|
||||
|
||||
return tcoord;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
|
||||
|
||||
gl_FrontColor = color;
|
||||
|
||||
gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
|
||||
gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
|
||||
gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
|
||||
gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file terrainWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// this class1 shader is just a copy of terrainF
|
||||
|
||||
uniform sampler2D detail0;
|
||||
uniform sampler2D detail1;
|
||||
uniform sampler2D alphaRamp;
|
||||
|
||||
void main()
|
||||
{
|
||||
float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
|
||||
vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
|
||||
texture2D(detail0, gl_TexCoord[0].xy).rgb,
|
||||
a);
|
||||
|
||||
gl_FragColor.rgb = color;
|
||||
gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* @file underWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
|
||||
uniform float refScale;
|
||||
uniform vec4 waterFogColor;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
//get bigwave normal
|
||||
vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
|
||||
|
||||
//get detail normals
|
||||
vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
|
||||
dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
|
||||
|
||||
//interpolate between big waves and little waves (big waves in deep water)
|
||||
wavef = (wavef+dcol)*0.5;
|
||||
|
||||
//crunch normal to range [-1,1]
|
||||
wavef -= vec3(1,1,1);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
distort = distort+wavef.xy*refScale;
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort);
|
||||
|
||||
gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
|
||||
gl_FragColor.a = fb.a;
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
/**
|
||||
* @file waterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 scaleSoftClip(vec3 inColor);
|
||||
vec3 atmosTransport(vec3 inColor);
|
||||
vec3 applyWaterFog(vec4 inColor);
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform float scaledAngle;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
uniform vec4 fogCol;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 viewVec = view.xyz;
|
||||
vec4 color;
|
||||
|
||||
float dist = length(viewVec.xy);
|
||||
|
||||
//normalize view vector
|
||||
viewVec = normalize(viewVec);
|
||||
|
||||
//get wave normals
|
||||
vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
|
||||
|
||||
//get detail normals
|
||||
vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
|
||||
dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
|
||||
|
||||
//interpolate between big waves and little waves (big waves in deep water)
|
||||
wavef = (wavef + dcol) * 0.5;
|
||||
|
||||
//crunch normal to range [-1,1]
|
||||
wavef -= vec3(1,1,1);
|
||||
wavef = normalize(wavef);
|
||||
|
||||
//get base fresnel components
|
||||
|
||||
float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
//get reflected color
|
||||
vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
|
||||
vec2 refvec = distort+refdistort/dist;
|
||||
vec4 refcol = texture2D(refTex, refvec);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, lightExp);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
//mix with reflection
|
||||
color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
|
||||
color.rgb += spec * specular;
|
||||
|
||||
//color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
color.a = spec * sunAngle2;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @file waterFogF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec4 applyWaterFog(vec4 color)
|
||||
{
|
||||
// GL_EXP2 Fog
|
||||
//float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
|
||||
// GL_EXP Fog
|
||||
// float fog = exp(-gl_Fog.density * gl_FogFragCoord);
|
||||
// GL_LINEAR Fog
|
||||
float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
|
||||
fog = clamp(fog, 0.0, 1.0);
|
||||
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
/**
|
||||
* @file waterV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec2 d1;
|
||||
uniform vec2 d2;
|
||||
uniform float time;
|
||||
uniform vec3 eyeVec;
|
||||
uniform float waterHeight;
|
||||
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
float wave(vec2 v, float t, float f, vec2 d, float s)
|
||||
{
|
||||
return (dot(d, v)*f + t*s)*f;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
vec4 position = gl_Vertex;
|
||||
mat4 modelViewProj = gl_ModelViewProjectionMatrix;
|
||||
|
||||
vec4 oPosition;
|
||||
|
||||
//get view vector
|
||||
vec3 oEyeVec;
|
||||
oEyeVec.xyz = position.xyz-eyeVec;
|
||||
|
||||
float d = length(oEyeVec.xy);
|
||||
float ld = min(d, 2560.0);
|
||||
|
||||
position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
|
||||
view.xyz = oEyeVec;
|
||||
|
||||
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
|
||||
d *= d;
|
||||
|
||||
oPosition = position;
|
||||
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
|
||||
oPosition = modelViewProj * oPosition;
|
||||
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
|
||||
|
||||
//get wave position parameter (create sweeping horizontal waves)
|
||||
vec3 v = position.xyz;
|
||||
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
|
||||
|
||||
//push position for further horizon effect.
|
||||
position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
|
||||
position.w = 1.0;
|
||||
position = position*gl_ModelViewMatrix;
|
||||
|
||||
calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
|
||||
|
||||
|
||||
//pass wave parameters to pixel shader
|
||||
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
|
||||
//get two normal map (detail map) texture coordinates
|
||||
littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
|
||||
littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
|
||||
view.w = bigWave.y;
|
||||
refCoord.w = bigWave.x;
|
||||
|
||||
gl_Position = oPosition;
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file highlightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* @file highlightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
pos = normalize(pos);
|
||||
float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
|
||||
d *= d;
|
||||
d = 1.0 - d;
|
||||
d *= d;
|
||||
|
||||
d = min(d, gl_Color.a*2.0);
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor.rgb = gl_Color.rgb;
|
||||
gl_FrontColor.a = max(d, gl_Color.a);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file lightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void default_lighting()
|
||||
{
|
||||
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file lightFullbrightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void fullbright_lighting()
|
||||
{
|
||||
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file lightFullbrightShinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
void fullbright_shiny_lighting()
|
||||
{
|
||||
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file lightFullbrightWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void fullbright_lighting_water()
|
||||
{
|
||||
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
/**
|
||||
* @file lightFuncSpecularV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l)
|
||||
{
|
||||
float a = max(dot(n,l),0.0);
|
||||
return a;
|
||||
}
|
||||
|
||||
float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
|
||||
{
|
||||
return pow(max(dot(reflect(view, n),l), 0.0),8.0);
|
||||
}
|
||||
|
||||
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
|
||||
{
|
||||
|
||||
specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
|
||||
return max(dot(n,l),0.0);
|
||||
}
|
||||
|
||||
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = l-v;
|
||||
|
||||
//get distance
|
||||
float d = length(lv);
|
||||
|
||||
//normalize light vector
|
||||
lv *= 1.0/d;
|
||||
|
||||
//distance attenuation
|
||||
float da = clamp(1.0/(r * d), 0.0, 1.0);
|
||||
|
||||
//angular attenuation
|
||||
|
||||
da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
|
||||
|
||||
return da*lightCol;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
/**
|
||||
* @file lightFuncV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l)
|
||||
{
|
||||
float a = max(dot(n,l),0.0);
|
||||
return a;
|
||||
}
|
||||
|
||||
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
||||
//get distance
|
||||
float d = length(lv);
|
||||
|
||||
//normalize light vector
|
||||
lv *= 1.0/d;
|
||||
|
||||
//distance attenuation
|
||||
float da = clamp(1.0/(la * d), 0.0, 1.0);
|
||||
|
||||
//angular attenuation
|
||||
da *= calcDirectionalLight(n, lv);
|
||||
|
||||
return da;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file lightShinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
void shiny_lighting()
|
||||
{
|
||||
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file lightShinyWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
void shiny_lighting_water()
|
||||
{
|
||||
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
/**
|
||||
* @file lightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
// Same as non-specular lighting in lightV.glsl
|
||||
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
|
||||
{
|
||||
specularColor.rgb = vec3(0.0, 0.0, 0.0);
|
||||
vec4 col;
|
||||
col.a = color.a;
|
||||
|
||||
col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
|
||||
|
||||
col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @file lightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
|
||||
{
|
||||
vec4 col;
|
||||
col.a = color.a;
|
||||
|
||||
col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
|
||||
|
||||
col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file lightWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void default_lighting_water()
|
||||
{
|
||||
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @file sumLightsSpecularV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
vec3 atmosGetDiffuseSunlightColor();
|
||||
vec3 scaleDownLight(vec3 light);
|
||||
|
||||
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
|
||||
{
|
||||
vec4 col;
|
||||
col.a = color.a;
|
||||
|
||||
|
||||
vec3 view = normalize(pos);
|
||||
|
||||
/// collect all the specular values from each calcXXXLightSpecular() function
|
||||
vec4 specularSum = vec4(0.0);
|
||||
|
||||
col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
col.rgb += atmosAmbient(baseCol.rgb);
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
|
||||
|
||||
col.rgb = min(col.rgb * color.rgb, 1.0);
|
||||
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
|
||||
|
||||
col.rgb += specularColor.rgb;
|
||||
|
||||
return col;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* @file sumLightsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
vec3 scaleDownLight(vec3 light);
|
||||
|
||||
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
|
||||
{
|
||||
vec4 col;
|
||||
col.a = color.a;
|
||||
|
||||
col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
col.rgb += atmosAmbient(baseLight.rgb);
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
13
indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
Executable file
13
indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
Executable file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file fullbrightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void fullbright_lighting();
|
||||
|
||||
void main()
|
||||
{
|
||||
fullbright_lighting();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file fullbrightShinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void fullbright_shiny_lighting();
|
||||
|
||||
void main()
|
||||
{
|
||||
fullbright_shiny_lighting();
|
||||
}
|
||||
29
indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
Executable file
29
indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
Executable file
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* @file fullbrightShinyV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec4 origin;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec3 ref = reflect(pos.xyz, -norm);
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
}
|
||||
23
indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
Executable file
23
indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
Executable file
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file fullbrightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
}
|
||||
13
indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
Executable file
13
indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
Executable file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file fullbrightWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void fullbright_lighting_water();
|
||||
|
||||
void main()
|
||||
{
|
||||
fullbright_lighting_water();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file shinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void shiny_lighting();
|
||||
|
||||
void main()
|
||||
{
|
||||
shiny_lighting();
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* @file shinyV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec4 origin;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
vec3 ref = reflect(pos.xyz, -norm);
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
}
|
||||
|
||||
13
indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
Executable file
13
indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
Executable file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file shinyWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void shiny_lighting_water();
|
||||
|
||||
void main()
|
||||
{
|
||||
shiny_lighting_water();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file simpleF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void default_lighting();
|
||||
|
||||
void main()
|
||||
{
|
||||
default_lighting();
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
/**
|
||||
* @file simpleV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
|
||||
gl_FrontColor = color;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
}
|
||||
13
indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
Executable file
13
indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
Executable file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file simpleWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void default_lighting_water();
|
||||
|
||||
void main()
|
||||
{
|
||||
default_lighting_water();
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file atmosphericsF.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
/**
|
||||
* @file atmosphericsHelpersV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
return gl_LightModel.ambient.rgb + light;
|
||||
}
|
||||
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity)
|
||||
{
|
||||
return gl_LightSource[0].diffuse.rgb * lightIntensity;
|
||||
}
|
||||
|
||||
vec3 atmosGetDiffuseSunlightColor()
|
||||
{
|
||||
return gl_LightSource[0].diffuse.rgb;
|
||||
}
|
||||
|
||||
vec3 scaleDownLight(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 scaleUpLight(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file atmosphericsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void setPositionEye(vec3 v);
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
setPositionEye(inPositionEye);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @file atmosphericVarsF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
/**
|
||||
* @file atmosphericVarsV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
/**
|
||||
* @file gammaF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec4 gamma;
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
// For compatibility with lower cards. Do nothing.
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 fullbrightScaleSoftClip(vec3 light) {
|
||||
return scaleSoftClip(light);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
/**
|
||||
* @file transportF.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 atmosTransport(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
|
||||
vec3 fullbrightShinyAtmosTransport(vec3 light)
|
||||
{
|
||||
/* stub function for fallback compatibility on class1 hardware */
|
||||
return light;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* @file eyeballV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
// vec4 specular = specularColor;
|
||||
vec4 specular = vec4(1.0);
|
||||
vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
|
||||
|
||||
gl_FrontColor = color;
|
||||
gl_FogFragCoord = pos.z;
|
||||
|
||||
}
|
||||
|
||||
31
indra/newview/app_settings/shaders/class2/effects/blurF.glsl
Normal file
31
indra/newview/app_settings/shaders/class2/effects/blurF.glsl
Normal file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* @file blurf.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
uniform float bloomStrength;
|
||||
|
||||
varying vec4 gl_TexCoord[gl_MaxTextureCoords];
|
||||
void main(void)
|
||||
{
|
||||
float blurWeights[7];
|
||||
blurWeights[0] = 0.05;
|
||||
blurWeights[1] = 0.1;
|
||||
blurWeights[2] = 0.2;
|
||||
blurWeights[3] = 0.3;
|
||||
blurWeights[4] = 0.2;
|
||||
blurWeights[5] = 0.1;
|
||||
blurWeights[6] = 0.05;
|
||||
|
||||
vec3 color = vec3(0,0,0);
|
||||
for (int i = 0; i < 7; i++){
|
||||
color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
|
||||
}
|
||||
|
||||
color *= bloomStrength;
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
35
indra/newview/app_settings/shaders/class2/effects/blurV.glsl
Normal file
35
indra/newview/app_settings/shaders/class2/effects/blurV.glsl
Normal file
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @file blurV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform vec2 blurDirection;
|
||||
uniform float blurWidth;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
|
||||
vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
|
||||
|
||||
// for (int i = 0; i < 7; i++) {
|
||||
// gl_TexCoord[i].st = s + (i * blurDelta);
|
||||
// }
|
||||
|
||||
// MANUALLY UNROLL
|
||||
gl_TexCoord[0].st = s;
|
||||
gl_TexCoord[1].st = s + blurDelta;
|
||||
gl_TexCoord[2].st = s + (2. * blurDelta);
|
||||
gl_TexCoord[3].st = s + (3. * blurDelta);
|
||||
gl_TexCoord[4].st = s + (4. * blurDelta);
|
||||
gl_TexCoord[5].st = s + (5. * blurDelta);
|
||||
gl_TexCoord[6].st = s + (6. * blurDelta);
|
||||
|
||||
// gl_TexCoord[0].st = s;
|
||||
// gl_TexCoord[1].st = blurDelta;
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* @file colorFilterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
uniform float brightness;
|
||||
uniform float contrast;
|
||||
uniform vec3 contrastBase;
|
||||
uniform float saturation;
|
||||
uniform vec3 lumWeights;
|
||||
|
||||
const float gamma = 2.0;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
|
||||
|
||||
/// Modulate brightness
|
||||
color *= brightness;
|
||||
|
||||
/// Modulate contrast
|
||||
color = mix(contrastBase, color, contrast);
|
||||
|
||||
/// Modulate saturation
|
||||
color = mix(vec3(dot(color, lumWeights)), color, saturation);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* @file drawQuadV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void main(void)
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = gl_MultiTexCoord1;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
/**
|
||||
* @file extractF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
uniform float extractLow;
|
||||
uniform float extractHigh;
|
||||
uniform vec3 lumWeights;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
/// Get scene color
|
||||
vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
|
||||
|
||||
/// Extract luminance and scale up by night vision brightness
|
||||
float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
|
||||
|
||||
gl_FragColor = vec4(vec3(lum), 1.0);
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
/**
|
||||
* @file nightVisionF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
uniform sampler2D NoiseTexture;
|
||||
uniform float brightMult;
|
||||
uniform float noiseStrength;
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
/// CALCULATING LUMINANCE (Using NTSC lum weights)
|
||||
/// http://en.wikipedia.org/wiki/Luma_%28video%29
|
||||
return dot(color, vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
/// Get scene color
|
||||
vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
|
||||
|
||||
/// Extract luminance and scale up by night vision brightness
|
||||
float lum = luminance(color) * brightMult;
|
||||
|
||||
/// Convert into night vision color space
|
||||
/// Newer NVG colors (crisper and more saturated)
|
||||
vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
|
||||
|
||||
/// Add noise
|
||||
float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
|
||||
noiseValue = (noiseValue - 0.5) * noiseStrength;
|
||||
|
||||
/// Older NVG colors (more muted)
|
||||
// vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
|
||||
|
||||
outColor += noiseValue;
|
||||
|
||||
gl_FragColor = vec4(outColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* @file simpleF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
|
||||
gl_FragColor = vec4(1.0 - color, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
/**
|
||||
* @file terrainF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D detail_0;
|
||||
uniform sampler2D detail_1;
|
||||
uniform sampler2D detail_2;
|
||||
uniform sampler2D detail_3;
|
||||
uniform sampler2D alpha_ramp;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
|
||||
vec3 scaleSoftClip(vec3 color);
|
||||
|
||||
void main()
|
||||
{
|
||||
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
|
||||
|
||||
/// TODO Confirm tex coords and bind them appropriately in vert shader.
|
||||
vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
|
||||
vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
|
||||
vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
|
||||
vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
|
||||
|
||||
float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
|
||||
float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
|
||||
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
|
||||
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
|
||||
|
||||
/// Add WL Components
|
||||
outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
|
||||
|
||||
gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* @file terrainV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
|
||||
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
|
||||
{
|
||||
vec4 tcoord;
|
||||
|
||||
tcoord.x = dot(vpos, tp0);
|
||||
tcoord.y = dot(vpos, tp1);
|
||||
tcoord.z = tc.z;
|
||||
tcoord.w = tc.w;
|
||||
|
||||
tcoord = mat * tcoord;
|
||||
|
||||
return tcoord;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
/// Potentially better without it for water.
|
||||
pos /= pos.w;
|
||||
|
||||
calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
|
||||
|
||||
vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
|
||||
|
||||
gl_FrontColor = color;
|
||||
|
||||
// Transform and pass tex coords
|
||||
gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
|
||||
|
||||
vec4 t = gl_MultiTexCoord1;
|
||||
|
||||
gl_TexCoord[0].zw = t.xy;
|
||||
gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
|
||||
gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
|
||||
}
|
||||
|
||||
39
indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
Executable file
39
indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
Executable file
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* @file terrainWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D detail_0;
|
||||
uniform sampler2D detail_1;
|
||||
uniform sampler2D detail_2;
|
||||
uniform sampler2D detail_3;
|
||||
uniform sampler2D alpha_ramp;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void main()
|
||||
{
|
||||
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
|
||||
|
||||
/// TODO Confirm tex coords and bind them appropriately in vert shader.
|
||||
vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
|
||||
vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
|
||||
vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
|
||||
vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
|
||||
|
||||
float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
|
||||
float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
|
||||
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
|
||||
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
|
||||
|
||||
/// Add WL Components
|
||||
outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
|
||||
|
||||
outColor = applyWaterFog(outColor);
|
||||
gl_FragColor = outColor;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
/**
|
||||
* @file underWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
uniform sampler2D screenDepth;
|
||||
|
||||
uniform vec4 fogCol;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform vec2 fbScale;
|
||||
uniform float refScale;
|
||||
uniform float znear;
|
||||
uniform float zfar;
|
||||
uniform float kd;
|
||||
uniform vec4 waterPlane;
|
||||
uniform vec3 eyeVec;
|
||||
uniform vec4 waterFogColor;
|
||||
uniform float waterFogDensity;
|
||||
uniform float waterFogKS;
|
||||
uniform vec2 screenRes;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
vec4 applyWaterFog(vec4 color, vec3 viewVec)
|
||||
{
|
||||
//normalize view vector
|
||||
vec3 view = normalize(viewVec);
|
||||
float es = -view.z;
|
||||
|
||||
//find intersection point with water plane and eye vector
|
||||
|
||||
//get eye depth
|
||||
float e0 = max(-waterPlane.w, 0.0);
|
||||
|
||||
//get object depth
|
||||
float depth = length(viewVec);
|
||||
|
||||
//get "thickness" of water
|
||||
float l = max(depth, 0.1);
|
||||
|
||||
float kd = waterFogDensity;
|
||||
float ks = waterFogKS;
|
||||
vec4 kc = waterFogColor;
|
||||
|
||||
float F = 0.98;
|
||||
|
||||
float t1 = -kd * pow(F, ks * e0);
|
||||
float t2 = kd + ks * es;
|
||||
float t3 = pow(F, t2*l) - 1.0;
|
||||
|
||||
float L = min(t1/t2*t3, 1.0);
|
||||
|
||||
float D = pow(0.98, l*kd);
|
||||
//return vec4(1.0, 0.0, 1.0, 1.0);
|
||||
return color * D + kc * L;
|
||||
//depth /= 10.0;
|
||||
//return vec4(depth,depth,depth,0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
//get detail normals
|
||||
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
vec3 wavef = normalize(wave1+wave2+wave3);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
distort = distort+wavef.xy*refScale;
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort);
|
||||
|
||||
gl_FragColor = applyWaterFog(fb,view.xyz);
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
/**
|
||||
* @file waterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 scaleSoftClip(vec3 inColor);
|
||||
vec3 atmosTransport(vec3 inColor);
|
||||
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
float dist = length(view.xy);
|
||||
|
||||
//normalize view vector
|
||||
vec3 viewVec = normalize(view.xyz);
|
||||
|
||||
//get wave normals
|
||||
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
//get base fresnel components
|
||||
|
||||
vec3 df = vec3(
|
||||
dot(viewVec, wave1),
|
||||
dot(viewVec, (wave2 + wave3) * 0.5),
|
||||
dot(viewVec, wave3)
|
||||
) * fresnelScale + fresnelOffset;
|
||||
df *= df;
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
float dmod = sqrt(dist);
|
||||
|
||||
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
||||
|
||||
//get reflected color
|
||||
vec2 refdistort1 = wave1.xy*normScale.x;
|
||||
vec2 refvec1 = distort+refdistort1/dmod_scale;
|
||||
vec4 refcol1 = texture2D(refTex, refvec1);
|
||||
|
||||
vec2 refdistort2 = wave2.xy*normScale.y;
|
||||
vec2 refvec2 = distort+refdistort2/dmod_scale;
|
||||
vec4 refcol2 = texture2D(refTex, refvec2);
|
||||
|
||||
vec2 refdistort3 = wave3.xy*normScale.z;
|
||||
vec2 refvec3 = distort+refdistort3/dmod_scale;
|
||||
vec4 refcol3 = texture2D(refTex, refvec3);
|
||||
|
||||
vec4 refcol = refcol1 + refcol2 + refcol3;
|
||||
float df1 = df.x + df.y + df.z;
|
||||
refcol *= df1 * 0.333;
|
||||
|
||||
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
||||
|
||||
wavef.z *= max(-viewVec.z, 0.1);
|
||||
wavef = normalize(wavef);
|
||||
|
||||
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
|
||||
|
||||
vec2 refdistort4 = wavef.xy*0.125;
|
||||
refdistort4.y -= abs(refdistort4.y);
|
||||
vec2 refvec4 = distort+refdistort4/dmod;
|
||||
float dweight = min(dist2*blurMultiplier, 1.0);
|
||||
vec4 baseCol = texture2D(refTex, refvec4);
|
||||
refcol = mix(baseCol*df2, refcol, dweight);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, 128.0);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
//mix with reflection
|
||||
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
|
||||
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
|
||||
color.rgb += spec * specular;
|
||||
|
||||
color.rgb = atmosTransport(color.rgb);
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
color.a = spec * sunAngle2;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* @file waterFogF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 waterPlane;
|
||||
uniform vec4 waterFogColor;
|
||||
uniform float waterFogDensity;
|
||||
uniform float waterFogKS;
|
||||
|
||||
vec3 getPositionEye();
|
||||
|
||||
vec4 applyWaterFog(vec4 color)
|
||||
{
|
||||
//normalize view vector
|
||||
vec3 view = normalize(getPositionEye());
|
||||
float es = -(dot(view, waterPlane.xyz));
|
||||
|
||||
//find intersection point with water plane and eye vector
|
||||
|
||||
//get eye depth
|
||||
float e0 = max(-waterPlane.w, 0.0);
|
||||
|
||||
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
|
||||
|
||||
//get object depth
|
||||
float depth = length(getPositionEye() - int_v);
|
||||
|
||||
//get "thickness" of water
|
||||
float l = max(depth, 0.1);
|
||||
|
||||
float kd = waterFogDensity;
|
||||
float ks = waterFogKS;
|
||||
vec4 kc = waterFogColor;
|
||||
|
||||
float F = 0.98;
|
||||
|
||||
float t1 = -kd * pow(F, ks * e0);
|
||||
float t2 = kd + ks * es;
|
||||
float t3 = pow(F, t2*l) - 1.0;
|
||||
|
||||
float L = min(t1/t2*t3, 1.0);
|
||||
|
||||
float D = pow(0.98, l*kd);
|
||||
|
||||
color.rgb = color.rgb * D + kc.rgb * L;
|
||||
color.a = kc.a + color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file lightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec3 scaleSoftClip(vec3 light);
|
||||
|
||||
void default_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file lightFullbrightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light);
|
||||
vec3 fullbrightScaleSoftClip(vec3 light);
|
||||
|
||||
void fullbright_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = fullbrightAtmosTransport(color.rgb);
|
||||
|
||||
color.rgb = fullbrightScaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user