Pulled SSAO out into its own shader to support running at a lower-than-native framebuffer resolution (defaults at half-resolution [SHRenderSSAOResolutionScale=.5] ). This doesn't improve the slow ssao/shadow softening, however, as that bit remains unchanged.
This commit is contained in:
140
indra/newview/app_settings/shaders/class1/deferred/SSAOF.glsl
Normal file
140
indra/newview/app_settings/shaders/class1/deferred/SSAOF.glsl
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@@ -0,0 +1,140 @@
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/**
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* @file sunLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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//#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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VARYING vec2 vary_fragcoord;
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uniform sampler2DRect depthMapDownsampled;
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uniform sampler2DRect normalMap;
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uniform sampler2D noiseMap;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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uniform float downsampled_depth_scale;
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uniform float ssao_radius;
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uniform float ssao_max_radius;
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uniform float ssao_factor;
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMapDownsampled, pos_screen.xy*downsampled_depth_scale).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec2 getKern(int i)
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{
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vec2 kern[8];
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// exponentially (^2) distant occlusion samples spread around origin
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kern[0] = vec2(-1.0, 0.0) * (0.125*0.125*.9+.1);
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kern[1] = vec2(1.0, 0.0) * (0.250*0.250*.9+.1);
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kern[2] = vec2(0.0, 1.0) * (0.375*0.375*.9+.1);
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kern[3] = vec2(0.0, -1.0) * (0.500*0.500*.9+.1);
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kern[4] = vec2(0.7071, 0.7071) * (0.625*0.625*.9+.1);
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kern[5] = vec2(-0.7071, -0.7071) * (0.750*0.750*.9+.1);
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kern[6] = vec2(-0.7071, 0.7071) * (0.875*0.875*.9+.1);
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kern[7] = vec2(0.7071, -0.7071) * (1.000*1.000*.9+.1);
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return kern[i];
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}
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//calculate decreases in ambient lighting when crowded out (SSAO)
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float calcAmbientOcclusion(vec4 pos, vec3 norm)
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{
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vec2 pos_screen = vary_fragcoord.xy;
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vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
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// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
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float points = 1.0;
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float angle_hidden = 0.0;
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// use a kernel scale that diminishes with distance.
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// a scale of less than 32 is just wasting good samples, though.
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float scale = max(32.0, min(ssao_radius / -pos.z, ssao_max_radius));
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// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
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for (int i = 0; i < 8; i++)
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{
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vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
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vec3 samppos_world = getPosition(samppos_screen).xyz;
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vec3 diff = samppos_world - pos.xyz;
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if (diff.z < ssao_factor && diff.z != 0.0)
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{
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float dist = length(diff);
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float angrel = max(0.0, dot(norm.xyz, diff/dist));
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float distrel = 1.0/(1.0+dist*dist);
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float samplehidden = min(angrel, distrel);
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angle_hidden += (samplehidden);
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points += 1.0;
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}
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}
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angle_hidden /= points;
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float rtn = (1.0 - angle_hidden);
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return (rtn * rtn) * (rtn * rtn); //Pow2 to increase darkness to match previous behavior.
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}
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void main()
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{
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vec2 pos_screen = vary_fragcoord.xy;
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//try doing an unproject here
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vec4 pos = getPosition(pos_screen);
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vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
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norm = decode_normal(norm.xy);
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frag_color = vec4(calcAmbientOcclusion(pos,norm),0,0,0);
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}
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@@ -38,7 +38,7 @@ uniform sampler2DRect lightMap;
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uniform float dist_factor;
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uniform float blur_size;
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uniform vec2 delta;
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uniform vec3 kern[4];
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//uniform vec3 kern[4];
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uniform float kern_scale;
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VARYING vec2 vary_fragcoord;
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@@ -46,8 +46,14 @@ VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec3 getKern(int i)
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vec2 getKern(int i)
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{
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vec2 kern[4];
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kern[0] = vec2(0.3989422804,0.1994711402);
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kern[1] = vec2(0.2419707245,0.1760326634);
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kern[2] = vec2(0.0539909665,0.1209853623);
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kern[3] = vec2(0.0044318484,0.0647587978);
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return kern[i];
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}
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@@ -102,33 +108,37 @@ void main()
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// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
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vec2 tc_v = fract(0.5 * tc.xy); // we now have floor(mod(tc,2.0))*0.5
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float tc_mod = 2.0 * abs(tc_v.x - tc_v.y); // diff of x,y makes checkerboard
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tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
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tc += ( (tc_mod - 0.5) * dlt * 0.5 );
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for (int i = 1; i < 4; i++)
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{
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vec2 samptc = (tc + getKern(i).z * dlt);
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vec3 samppos = getPosition(samptc).xyz;
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vec2 samptc = (tc + i * dlt);
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
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defined_weight += getKern(i).xy;
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vec4 weight = getKern(i).xyxx;
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col += texture2DRect(lightMap, samptc)*weight;
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defined_weight += weight.xy;
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}
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}
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for (int i = 1; i < 4; i++)
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{
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vec2 samptc = (tc - getKern(i).z * dlt);
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vec3 samppos = getPosition(samptc).xyz;
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vec2 samptc = (tc - i * dlt);
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
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defined_weight += getKern(i).xy;
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vec4 weight = getKern(i).xyxx;
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col += texture2DRect(lightMap, samptc)*weight;
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defined_weight += weight.xy;
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}
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}
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col /= defined_weight.xyxx;
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col.y *= col.y; // delinearize SSAO effect post-blur
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//col.y *= col.y; // delinearize SSAO effect post-blur // Singu note: Performed pre-blur as to remove blur requirement
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frag_color = col;
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}
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@@ -0,0 +1,41 @@
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/**
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* @file sunLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
|
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* modify it under the terms of the GNU Lesser General Public
|
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* License as published by the Free Software Foundation;
|
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
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*
|
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* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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//#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect depthMap;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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gl_FragDepth = texture2DRect(depthMap, vary_fragcoord.xy).r;
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}
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@@ -31,120 +31,19 @@ out vec4 frag_color;
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#define frag_color gl_FragColor
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#endif
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//class 1 -- no shadow, SSAO only
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D noiseMap;
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// Inputs
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uniform float ssao_radius;
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uniform float ssao_max_radius;
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uniform float ssao_factor;
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uniform float ssao_factor_inv;
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VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform sampler2DRect depthMapDownsampled;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect diffuseRect;
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uniform float downsampled_depth_scale;
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uniform vec2 screen_res;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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//calculate decreases in ambient lighting when crowded out (SSAO)
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float calcAmbientOcclusion(vec4 pos, vec3 norm)
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{
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vec2 kern[8];
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// exponentially (^2) distant occlusion samples spread around origin
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kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
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kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
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kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
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kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
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kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
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kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
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kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
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kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
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vec2 pos_screen = vary_fragcoord.xy;
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vec3 pos_world = pos.xyz;
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vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
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// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
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float points = 1.0;
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float angle_hidden = 0.0;
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// use a kernel scale that diminishes with distance.
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// a scale of less than 32 is just wasting good samples, though.
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float scale = max(32.0, min(ssao_radius / -pos.z, ssao_max_radius));
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// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
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for (int i = 0; i < 8; i++)
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{
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vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
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vec3 samppos_world = getPosition(samppos_screen).xyz;
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vec3 diff = samppos_world - pos.xyz;
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if (diff.z < ssao_factor && diff.z != 0.0)
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{
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float dist = length(diff);
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float angrel = max(0.0, dot(norm.xyz, diff/dist));
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float distrel = 1.0/(1.0+dist*dist);
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float samplehidden = min(angrel, distrel);
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angle_hidden += (samplehidden);
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points += 1.0;
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}
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}
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angle_hidden /= points;
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float rtn = (1.0 - angle_hidden);
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return (rtn * rtn);
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}
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void main()
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{
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vec2 pos_screen = vary_fragcoord.xy;
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//try doing an unproject here
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vec4 pos = getPosition(pos_screen);
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vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
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norm = decode_normal(norm.xy);
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{
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frag_color[0] = 1.0;
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frag_color[1] = calcAmbientOcclusion(pos, norm);
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frag_color[2] = 1.0;
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frag_color[1] = texture2DRect(diffuseRect,vary_fragcoord.xy*downsampled_depth_scale).r;
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frag_color[2] = 1.0;
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frag_color[3] = 1.0;
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}
|
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Reference in New Issue
Block a user