Full v2.6 renderer.
This commit is contained in:
127
indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
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127
indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
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/**
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* @file alphaF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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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 sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform sampler2DRect depthMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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uniform vec2 shadow_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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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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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.xyz /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
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return shadow/5.0;
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}
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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 = getPosition(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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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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if (spos.z < -shadow_clip.z)
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{
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lpos = shadow_matrix[3]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap3, lpos, 1.5);
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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 (spos.z < -shadow_clip.y)
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{
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lpos = shadow_matrix[2]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap2, lpos, 1.5);
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}
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else if (spos.z < -shadow_clip.x)
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{
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lpos = shadow_matrix[1]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap1, lpos, 1.5);
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}
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else
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{
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lpos = shadow_matrix[0]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap0, lpos, 1.5);
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}
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}
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vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
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vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.rgb += diff.rgb * vary_pointlight_col.rgb;
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//gl_FragColor = gl_Color;
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gl_FragColor = color;
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//gl_FragColor.r = 0.0;
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//gl_FragColor = vec4(1,0,1,1)*shadow;
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}
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103
indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
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103
indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
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@@ -0,0 +1,103 @@
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/**
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* @file alphaV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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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 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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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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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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uniform float near_clip;
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uniform float shadow_offset;
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uniform float shadow_bias;
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float dist2 = d*d/(la*la);
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float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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45
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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return da;
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}
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void main()
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{
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//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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float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
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vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
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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 = vec4(0.0, 0.0, 0.0, gl_Color.a);
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// Collect normal lights
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
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vary_pointlight_col = col.rgb*gl_Color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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vary_light = gl_LightSource[0].position.xyz;
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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 = col.rgb*gl_Color.rgb;
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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 +1,98 @@
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/**
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* @file avatarAlphaF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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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 sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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uniform vec2 shadow_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_position;
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varying vec3 vary_normal;
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uniform float shadow_bias;
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
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return shadow/5.0;
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}
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void main()
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{
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float shadow = 1.0;
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vec4 pos = vec4(vary_position, 1.0);
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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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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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if (spos.z < -shadow_clip.z)
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{
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lpos = shadow_matrix[3]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap3, lpos, 1.5);
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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 (spos.z < -shadow_clip.y)
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{
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lpos = shadow_matrix[2]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap2, lpos, 1.5);
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}
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else if (spos.z < -shadow_clip.x)
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{
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lpos = shadow_matrix[1]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap1, lpos, 1.5);
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}
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else
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{
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lpos = shadow_matrix[0]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap0, lpos, 1.5);
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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 +1,83 @@
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/**
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* @file avatarAlphaV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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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 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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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_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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uniform float near_clip;
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uniform float shadow_offset;
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uniform float shadow_bias;
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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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float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
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vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
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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 = vec4(0.0, 0.0, 0.0, gl_Color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
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col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(vec3(0.));
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vary_ambient = col.rgb*gl_Color.rgb;
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vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
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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 +1,81 @@
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/**
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* @file blurLightF.glsl
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*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform float dist_factor;
|
||||
uniform float blur_size;
|
||||
uniform vec2 delta;
|
||||
uniform vec3 kern[4];
|
||||
uniform float kern_scale;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
vec3 pos = getPosition(vary_fragcoord.xy).xyz;
|
||||
vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
|
||||
|
||||
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
|
||||
|
||||
dlt /= max(-pos.z*dist_factor, 1.0);
|
||||
|
||||
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
|
||||
vec4 col = defined_weight.xyxx * ccol;
|
||||
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
col /= defined_weight.xyxx;
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
/**
|
||||
* @file edgeF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
|
||||
uniform float gi_dist_cutoff;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform float depth_cutoff;
|
||||
uniform float norm_cutoff;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
float getDepth(vec2 pos_screen)
|
||||
{
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
return p.z/p.w;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
float depth = getDepth(vary_fragcoord.xy);
|
||||
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
|
||||
float sc = 0.75;
|
||||
|
||||
vec2 de;
|
||||
de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
|
||||
de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
|
||||
de /= depth;
|
||||
de *= de;
|
||||
de = step(depth_cutoff, de);
|
||||
|
||||
vec2 ne;
|
||||
vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
|
||||
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
|
||||
ne.x = dot(nexnorm, norm);
|
||||
vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
|
||||
neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
|
||||
ne.y = dot(neynorm, norm);
|
||||
|
||||
ne = 1.0-ne;
|
||||
|
||||
ne = step(norm_cutoff, ne);
|
||||
|
||||
gl_FragColor.a = dot(de,de)+dot(ne,ne);
|
||||
//gl_FragColor.a = dot(de,de);
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file edgeV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -0,0 +1,236 @@
|
||||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
|
||||
vec3 pos = getPosition(frag.xy).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 > 1.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texture2DRect(lightMap, frag.xy);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z < 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten <= 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex*shadow;
|
||||
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
/**
|
||||
* @file postDeferredF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect localLightMap;
|
||||
uniform sampler2DRect sunLightMap;
|
||||
uniform sampler2DRect giLightMap;
|
||||
uniform sampler2D luminanceMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform vec3 gi_lum_quad;
|
||||
uniform vec3 sun_lum_quad;
|
||||
uniform vec3 lum_quad;
|
||||
uniform float lum_lod;
|
||||
uniform vec4 ambient;
|
||||
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
|
||||
|
||||
float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z;
|
||||
|
||||
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
|
||||
|
||||
float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
|
||||
|
||||
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
|
||||
gi_col *= diff;
|
||||
|
||||
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
|
||||
|
||||
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
|
||||
|
||||
|
||||
float sun_lum = 1.0-lum;
|
||||
sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
|
||||
|
||||
float gi_lum = lum;
|
||||
gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
|
||||
gi_col *= 1.0/gi_lum;
|
||||
|
||||
vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
|
||||
|
||||
gl_FragColor.rgb = col.rgb;
|
||||
gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
|
||||
|
||||
//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file postDeferredV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -0,0 +1,344 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform float blur_fidelity;
|
||||
|
||||
// Inputs
|
||||
uniform vec4 morphFactor;
|
||||
uniform vec3 camPosLocal;
|
||||
//uniform vec4 camPosWorld;
|
||||
uniform vec4 gamma;
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 distance_multiplier;
|
||||
uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
uniform float scene_light_strength;
|
||||
uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec3 vary_PositionEye;
|
||||
|
||||
vec3 vary_SunlitColor;
|
||||
vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec4 getPosition_d(vec2 pos_screen, float depth)
|
||||
{
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{ //get position in screen space (world units) given window coordinate and depth map
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
return getPosition_d(pos_screen, depth);
|
||||
}
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vary_SunlitColor;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vary_AmblitColor;
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
vary_SunlitColor = v;
|
||||
}
|
||||
|
||||
void setAmblitColor(vec3 v)
|
||||
{
|
||||
vary_AmblitColor = v;
|
||||
}
|
||||
|
||||
void setAdditiveColor(vec3 v)
|
||||
{
|
||||
vary_AdditiveColor = v;
|
||||
}
|
||||
|
||||
void setAtmosAttenuation(vec3 v)
|
||||
{
|
||||
vary_AtmosAttenuation = v;
|
||||
}
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
|
||||
|
||||
vec3 P = inPositionEye;
|
||||
setPositionEye(P);
|
||||
|
||||
//(TERRAIN) limit altitude
|
||||
if (P.y > max_y.x) P *= (max_y.x / P.y);
|
||||
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
|
||||
|
||||
vec3 tmpLightnorm = lightnorm.xyz;
|
||||
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
vec4 temp1 = vec4(0);
|
||||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
//this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
|
||||
//I had thought blue_density and haze_density should have equal weighting,
|
||||
//but attenuation due to haze_density tends to seem too strong
|
||||
|
||||
temp1 = blue_density + vec4(haze_density.r);
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = vec4(haze_density.r) / temp1;
|
||||
|
||||
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
|
||||
temp2.y = max(0.0, tmpLightnorm.y);
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// main atmospheric scattering line integral
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
|
||||
|
||||
//final atmosphere attenuation factor
|
||||
setAtmosAttenuation(temp1.rgb);
|
||||
|
||||
//compute haze glow
|
||||
//(can use temp2.x as temp because we haven't used it yet)
|
||||
temp2.x = dot(Pn, tmpLightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
//temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .03); //was glow.y
|
||||
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
//add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
//increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
|
||||
|
||||
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
|
||||
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
|
||||
* // The following line of code performs the equivalent of:
|
||||
* float ambAlpha = tmpAmbient.a;
|
||||
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
|
||||
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
|
||||
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
|
||||
*/
|
||||
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
|
||||
|
||||
//haze color
|
||||
setAdditiveColor(
|
||||
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
|
||||
+ tmpAmbient)));
|
||||
|
||||
//brightness of surface both sunlight and ambient
|
||||
setSunlitColor(vec3(sunlight * .5));
|
||||
setAmblitColor(vec3(tmpAmbient * .25));
|
||||
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
|
||||
}
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor();
|
||||
return (2.0 * light);
|
||||
}
|
||||
|
||||
vec3 atmosTransport(vec3 light) {
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor() * 2.0;
|
||||
return light;
|
||||
}
|
||||
vec3 atmosGetDiffuseSunlightColor()
|
||||
{
|
||||
return getSunlitColor();
|
||||
}
|
||||
|
||||
vec3 scaleDownLight(vec3 light)
|
||||
{
|
||||
return (light / scene_light_strength );
|
||||
}
|
||||
|
||||
vec3 scaleUpLight(vec3 light)
|
||||
{
|
||||
return (light * scene_light_strength);
|
||||
}
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
return getAmblitColor() + light / 2.0;
|
||||
}
|
||||
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity)
|
||||
{
|
||||
return getSunlitColor() * lightIntensity;
|
||||
}
|
||||
|
||||
vec3 scaleSoftClip(vec3 light)
|
||||
{
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = texture2DRect(depthMap, tc.xy).a;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
|
||||
|
||||
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
|
||||
|
||||
vec4 diffuse = texture2DRect(diffuseRect, tc);
|
||||
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
|
||||
|
||||
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
|
||||
float scol = max(scol_ambocc.r, diffuse.a);
|
||||
float ambocc = scol_ambocc.g;
|
||||
|
||||
calcAtmospherics(pos.xyz, ambocc);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
{
|
||||
// the old infinite-sky shiny reflection
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
//
|
||||
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
|
||||
depth -= 0.5; // unbias depth
|
||||
// first figure out where we'll make our 2D guess from
|
||||
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
|
||||
// Offset the guess source a little according to a trivial
|
||||
// checkerboard dither function and spec.a.
|
||||
// This is meant to be similar to sampling a blurred version
|
||||
// of the diffuse map. LOD would be better in that regard.
|
||||
// The goal of the blur is to soften reflections in surfaces
|
||||
// with low shinyness, and also to disguise our lameness.
|
||||
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
|
||||
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
|
||||
ref2d += vec2(checkoffset, checkoffset);
|
||||
ref2d += tc.xy; // use as offset from destination
|
||||
// Get attributes from the 2D guess point.
|
||||
// We average two samples of diffuse (not of anything else) per
|
||||
// pixel to try to reduce aliasing some more.
|
||||
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
|
||||
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
|
||||
float refdepth = texture2DRect(depthMap, ref2d).a;
|
||||
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
|
||||
float refshad = texture2DRect(lightMap, ref2d).r;
|
||||
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
|
||||
refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
|
||||
refn = normalize(refn);
|
||||
// figure out how appropriate our guess actually was
|
||||
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
|
||||
// darken reflections from points which face away from the reflected ray - our guess was a back-face
|
||||
//refapprop *= step(dot(refnorm, refn), 0.0);
|
||||
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
|
||||
// get appropriate light strength for guess-point
|
||||
// reflect light direction to increase the illusion that
|
||||
// these are reflections.
|
||||
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
|
||||
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
vec3 ssshiny = (refprod * spec.a);
|
||||
ssshiny *= 0.3; // dampen it even more
|
||||
*/
|
||||
vec3 ssshiny = vec3(0,0,0);
|
||||
|
||||
// add the two types of shiny together
|
||||
col += (ssshiny + dumbshiny) * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
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 +1,185 @@
|
||||
/**
|
||||
* @file spotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texture2DRect(lightMap, frag.xy);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 pos = getPosition(frag.xy).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 > 1.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z < 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex*shadow;
|
||||
}
|
||||
|
||||
float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
|
||||
//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
|
||||
float amb_da = proj_ambiance;
|
||||
if (da > 0.0)
|
||||
{
|
||||
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
|
||||
}
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texture2DRect(specularRect, frag.xy);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.z+proj_near;
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,197 @@
|
||||
/**
|
||||
* @file sunLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
//class 2, shadows, no SSAO
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
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;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
|
||||
//try doing an unproject here
|
||||
|
||||
vec4 pos = getPosition(pos_screen);
|
||||
|
||||
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.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));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
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
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
//lpos.xy /= lpos.w*32.0;
|
||||
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
|
||||
//{
|
||||
// shadow = 0.0;
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
gl_FragColor[0] = shadow;
|
||||
gl_FragColor[1] = 1.0;
|
||||
|
||||
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
|
||||
|
||||
//gl_FragColor.rgb = pos.xyz;
|
||||
//gl_FragColor.b = shadow;
|
||||
}
|
||||
@@ -0,0 +1,257 @@
|
||||
/**
|
||||
* @file sunLightSSAOF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
//class 2 -- shadows and SSAO
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
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;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
//calculate decreases in ambient lighting when crowded out (SSAO)
|
||||
float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
float dist = dot(pos.xyz,pos.xyz);
|
||||
|
||||
if (dist < 64.0*64.0)
|
||||
{
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
|
||||
vec2 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 = getPosition(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);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
}
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
|
||||
//try doing an unproject here
|
||||
|
||||
vec4 pos = getPosition(pos_screen);
|
||||
|
||||
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.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));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
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
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
//lpos.xy /= lpos.w*32.0;
|
||||
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
|
||||
//{
|
||||
// shadow = 0.0;
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
gl_FragColor[0] = shadow;
|
||||
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
|
||||
|
||||
spos.xyz = shadow_pos+offset*spot_shadow_offset;
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
|
||||
|
||||
//gl_FragColor.rgb = pos.xyz;
|
||||
//gl_FragColor.b = shadow;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* @file sunLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -5,6 +5,7 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect RenderTexture;
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
|
||||
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
|
||||
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
@@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
|
||||
|
||||
// Collect normal lights (need to be divided by two, as we later multiply by 2)
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
|
||||
//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
|
||||
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
|
||||
//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
// Add windlight lights
|
||||
|
||||
Reference in New Issue
Block a user