Full v2.6 renderer.

This commit is contained in:
Shyotl
2011-05-10 03:30:59 -05:00
parent 50310ba263
commit d1d6994419
117 changed files with 8031 additions and 1234 deletions

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/**
* @file giDownsampleF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform sampler2DRect giLightMap;
uniform vec2 kern[32];
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
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;
}
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);
vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
float defined_weight = kern[0].x;
vec3 col = ccol*kern[0].x;
for (int i = 0; i < kern_length; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
float d = dot(norm.xyz, sampNorm);
if (d > 0.5)
{
float sampdepth = getDepth(tc.xy);
sampdepth -= depth;
if (sampdepth*sampdepth < blur_quad.z)
{
col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
defined_weight += kern[i].x;
}
}
}
col /= defined_weight;
//col = ccol;
col = col*blur_quad.y;
gl_FragData[0].xyz = col;
//gl_FragColor = ccol;
}

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/**
* @file postgiV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}

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/**
* @file giF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect specularRect;
uniform sampler2D noiseMap;
uniform sampler2D diffuseGIMap;
uniform sampler2D specularGIMap;
uniform sampler2D normalGIMap;
uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
uniform vec4 sunlight_color;
uniform mat4 inv_proj;
uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
uniform float gi_sample_width;
uniform float gi_noise;
uniform float gi_attenuation;
uniform float gi_range;
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;
}
vec4 getGIPosition(vec2 gi_tc)
{
float depth = texture2D(depthGIMap, gi_tc).a;
vec2 sc = gi_tc*2.0;
sc -= vec2(1.0, 1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = gi_inv_proj*ndc;
pos.xyz /= pos.w;
pos.w = 1.0;
return pos;
}
vec3 giAmbient(vec3 pos, vec3 norm)
{
vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
gi_c.xyz /= gi_c.w;
vec4 gi_pos = gi_mat*vec4(pos,1.0);
vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
gi_norm = normalize(gi_norm);
vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
vec2 tcx = gi_norm.xy;
vec2 tcy = gi_norm.yx;
vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
vec3 eye_ref = reflect(eye_dir, gi_norm);
float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
vec3 fdiff = vec3(da);
float fda = da;
vec3 rcol = vec3(0,0,0);
float fsa = 0.0;
for (int i = -1; i <= 1; i += 2 )
{
for (int j = -1; j <= 1; j+= 2)
{
vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
tc += nz.xy*2.0;
tc *= gi_sample_width*0.25;
tc += gi_c.xy;
vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
vec3 lpos = getGIPosition(tc.xy).xyz;
vec3 at = lpos-gi_pos.xyz;
float dist = length(at);
float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
if (dist_atten > 0.01)
{ //possible contribution of indirect light to this surface
vec3 ldir = at;
float ld = -dot(ldir, lnorm);
if (ld < 0.0)
{
float ang_atten = dot(ldir, gi_norm);
if (ang_atten > 0.0)
{
vec4 spec = texture2D(specularGIMap, tc.xy);
at = normalize(at);
vec3 diff;
float da = 0.0;
//contribution from indirect source to visible pixel
vec3 ha = at;
ha.z -= 1.0;
ha = normalize(ha);
if (spec.a > 0.0)
{
float sa = dot(ha,lnorm);
da = texture2D(lightFunc, vec2(sa, spec.a)).a;
}
else
{
da = -lnorm.z;
}
diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
if (da > 0.0)
{ //contribution from visible pixel to eye
vec3 ha = normalize(at-eye_dir);
if (c_spec.a > 0.0)
{
float sa = dot(ha, gi_norm);
da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
}
else
{
da = dist_atten*dot(gi_norm, normalize(ldir));
}
fda += da;
fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
}
}
}
}
}
}
fdiff *= sunlight_color.rgb;
vec3 ret = fda*fdiff;
return clamp(ret,vec3(0.0), vec3(1.0));
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
float rad = gi_range*0.5;
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float dist = max(length(pos.xyz)-rad, 0.0);
float da = clamp(1.0-dist/rad, 0.0, 1.0);
vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
gl_FragData[0].xyz = mix(vec3(0), ambient, da);
}

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/**
* @file giFinalF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform sampler2DRect edgeMap;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
void main()
{
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
gl_FragColor = bloom + diff;
//gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a);
}

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/**
* @file giFinalV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}

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/**
* @file giV.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;
vec4 tex = gl_MultiTexCoord0;
tex.w = 1.0;
gl_FrontColor = gl_Color;
}

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/**
* @file luminanceF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect lightMap;
uniform sampler2DRect diffuseRect;
varying vec2 vary_fragcoord;
void main()
{
float i = texture2DRect(lightMap, vary_fragcoord.xy).r;
gl_FragColor.rgb = vec3(i);
gl_FragColor.a = 1.0;
}

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/**
* @file giV.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;
gl_FrontColor = gl_Color;
}

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/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect localLightMap;
uniform sampler2DRect sunLightMap;
uniform sampler2DRect giLightMap;
uniform sampler2DRect edgeMap;
uniform sampler2D luminanceMap;
uniform sampler2DRect lightMap;
uniform sampler2D lightFunc;
uniform sampler2D noiseMap;
uniform float sun_lum_scale;
uniform float sun_lum_offset;
uniform float lum_scale;
uniform float lum_lod;
uniform vec4 ambient;
uniform float gi_brightness;
uniform float gi_luminance;
uniform vec4 sunlight_color;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
void main()
{
vec2 tc = vary_fragcoord.xy;
vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod);
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
float scol = texture2DRect(lightMap, vary_fragcoord.xy).r;
vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb;
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
gi_col = gi_col*(diff.rgb+spec.rgb*spec.a);
float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0);
lum *= sun_lum_scale;
sun_col *= 1.0+(lum*lum_scale*scol);
vec4 col;
col.rgb = gi_col+sun_col.rgb+local_col;
col.a = sun_col.a;
vec3 bcol = vec3(0,0,0);
float tweight = 0.0;
for (int i = 0; i < 16; i++)
{
float weight = (float(i)+1.0)/2.0;
bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight;
tweight += weight*weight;
}
bcol /= tweight;
bcol *= gi_luminance;
col.rgb += bcol*lum;
gl_FragColor = col;
//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
}

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/**
* @file postDeferredV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}

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/**
* @file postgiF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
uniform sampler2D noiseMap;
uniform sampler2D giMip;
uniform sampler2DRect edgeMap;
uniform vec2 delta;
uniform float kern_scale;
uniform float gi_edge_weight;
uniform float gi_blur_brightness;
varying vec2 vary_fragcoord;
void main()
{
vec2 dlt = kern_scale*delta;
float defined_weight = 0.0;
vec3 col = vec3(0.0);
float e = 1.0;
for (int i = 1; i < 8; i++)
{
vec2 tc = vary_fragcoord.xy + float(i) * dlt;
e = max(e, 0.0);
float wght = e;
col += texture2DRect(giLightMap, tc).rgb*wght;
defined_weight += wght;
e *= e;
e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
}
e = 1.0;
for (int i = 1; i < 8; i++)
{
vec2 tc = vary_fragcoord.xy - float(i) * dlt;
e = max(e,0.0);
float wght = e;
col += texture2DRect(giLightMap, tc).rgb*wght;
defined_weight += wght;
e *= e;
e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
}
col /= max(defined_weight, 0.01);
gl_FragColor.rgb = col * gi_blur_brightness;
}

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/**
* @file postgiV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}

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/**
* @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 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 sampler2DRect depthMap;
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;
uniform float gi_ambiance;
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*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * 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);
da = texture2D(lightFunc, vec2(da, 0.0)).a;
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*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.rgb = gi_col.rgb;
gl_FragColor.a = 0.0;
//gl_FragColor.rg = scol_ambocc.rg;
//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
//gl_FragColor.rgb = norm.rgb*0.5+0.5;
//gl_FragColor.rgb = vec3(ambocc);
//gl_FragColor.rgb = vec3(scol);
}

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@@ -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;
}

View File

@@ -0,0 +1,19 @@
/**
* @file treeF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -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);
@@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col;
col.a = color.a;
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Add windlight lights
col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = scaleUpLight(col.rgb);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
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[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);