Merge branch 'V2Renderer'

This commit is contained in:
Aleric Inglewood
2011-06-03 22:56:18 +02:00
395 changed files with 16018 additions and 7142 deletions

View File

@@ -234,7 +234,6 @@ set(viewer_SOURCE_FILES
llfloatersnapshot.cpp
llfloaterstats.cpp
llfloatertelehub.cpp
llfloaterteleport.cpp
llfloaterteleporthistory.cpp
llfloatertest.cpp
llfloatertools.cpp
@@ -710,7 +709,6 @@ set(viewer_HEADER_FILES
llfloatersnapshot.h
llfloaterstats.h
llfloatertelehub.h
llfloaterteleport.h
llfloaterteleporthistory.h
llfloatertest.h
llfloatertools.h

View File

@@ -106,6 +106,14 @@
<string>QuitAfterSeconds</string>
</map>
<key>debugsession</key>
<map>
<key>desc</key>
<string>Run as if RenderDebugGL is TRUE, but log errors until end of session.</string>
<key>map-to</key>
<string>DebugSession</string>
</map>
<key>rotate</key>
<map>
<key>map-to</key>
@@ -238,7 +246,7 @@
<key>multiple</key>
<map>
<key>desc</key>
<string>Allow multple viewers.</string>
<string>Allow multiple viewers.</string>
<key>map-to</key>
<string>AllowMultipleViewers</string>
</map>

View File

@@ -13,7 +13,7 @@
<!--256... but they don't use this-->
<RenderGlowResolutionPow value="9"/>
<!--Sun/Moon only-->
<RenderLightingDetail value="1"/>
<RenderLocalLights value="1"/>
<!--Low number-->
<RenderMaxPartCount value="4096"/>
<!--bump okay-->

View File

@@ -13,7 +13,7 @@
<!--256... but they don't use this-->
<RenderGlowResolutionPow value="8"/>
<!--Sun/Moon only-->
<RenderLightingDetail value="0"/>
<RenderLocalLights value="0"/>
<!--Low number-->
<RenderMaxPartCount value="1024"/>
<!--bump okay-->

View File

@@ -13,7 +13,7 @@
<!--256... but they don't use this-->
<RenderGlowResolutionPow value="8"/>
<!--Sun/Moon only-->
<RenderLightingDetail value="1"/>
<RenderLocalLights value="1"/>
<!--Low number-->
<RenderMaxPartCount value="2048"/>
<!--bump okay-->

File diff suppressed because it is too large Load Diff

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
attribute vec4 weight; //1

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();

View File

@@ -4,18 +4,15 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
uniform sampler2DRect positionMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[4];
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
@@ -26,63 +23,45 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
uniform float alpha_soften;
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()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec3 samp_pos = texture2DRect(positionMap, frag).xyz;
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
if (pos.z > -shadow_clip.w)
{
if (pos.z < -shadow_clip.z)
{
vec4 lpos = shadow_matrix[3]*pos;
shadow = shadow2DProj(shadowMap3, lpos).x;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
else if (pos.z < -shadow_clip.y)
{
vec4 lpos = shadow_matrix[2]*pos;
shadow = shadow2DProj(shadowMap2, lpos).x;
}
else if (pos.z < -shadow_clip.x)
{
vec4 lpos = shadow_matrix[1]*pos;
shadow = shadow2DProj(shadowMap1, lpos).x;
}
else
{
vec4 lpos = shadow_matrix[0]*pos;
shadow = shadow2DProj(shadowMap0, lpos).x;
}
}
vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
/*if (samp_pos.z != 0.0)
{
float dist_factor = alpha_soften;
float a = gl_Color.a;
a *= a;
dist_factor *= 1.0/(1.0-a);
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
}*/
color.rgb += diff.rgb * vary_pointlight_col.rgb;
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);
//gl_FragColor = vec4(1,0,1,1)*shadow;
}

View File

@@ -5,11 +5,12 @@
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -20,8 +21,37 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float dist2 = d*d/(la*la);
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}
void main()
{
@@ -32,32 +62,37 @@ void main()
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
vary_position = pos.xyz;
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights
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);
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);
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);
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);
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);
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);
vary_pointlight_col = col.rgb*gl_Color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
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.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
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)));
col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
col.rgb = col.rgb*gl_Color.rgb;
gl_FrontColor = col;

View File

@@ -1,68 +0,0 @@
/**
* @file avatarAlphaF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
uniform mat4 shadow_matrix[4];
uniform vec4 shadow_clip;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec4 vary_position;
varying vec3 vary_normal;
void main()
{
float shadow = 1.0;
vec4 pos = vary_position;
vec3 norm = normalize(vary_normal);
vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
if (pos.z > -shadow_clip.w)
{
if (pos.z < -shadow_clip.z)
{
vec4 lpos = shadow_matrix[3]*pos;
shadow = shadow2DProj(shadowMap3, lpos).x;
}
else if (pos.z < -shadow_clip.y)
{
vec4 lpos = shadow_matrix[2]*pos;
shadow = shadow2DProj(shadowMap2, lpos).x;
}
else if (pos.z < -shadow_clip.x)
{
vec4 lpos = shadow_matrix[1]*pos;
shadow = shadow2DProj(shadowMap1, lpos).x;
}
else
{
vec4 lpos = shadow_matrix[0]*pos;
shadow = shadow2DProj(shadowMap0, lpos).x;
}
}
vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
gl_FragColor = color;
}

View File

@@ -4,23 +4,53 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
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);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec4 vary_position;
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
varying vec3 vary_pointlight_col;
uniform float near_clip;
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float dist2 = d*d/(la*la);
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}
void main()
{
@@ -40,29 +70,31 @@ void main()
norm.z = dot(trans[2].xyz, gl_Normal);
norm = normalize(norm);
gl_Position = gl_ProjectionMatrix * pos;
vary_position = pos;
vary_normal = norm;
vec4 frag_pos = gl_ProjectionMatrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col;
col.a = gl_Color.a;
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights
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);
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);
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);
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);
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);
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);
vary_pointlight_col = col.rgb*gl_Color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
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.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
@@ -72,7 +104,8 @@ void main()
gl_FrontColor = col;
gl_FogFragCoord = pos.z;
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}

View File

@@ -4,11 +4,12 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
@@ -21,7 +22,7 @@ void main()
gl_FragData[0] = vec4(diff.rgb, 0.0);
gl_FragData[1] = vec4(0,0,0,0);
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
gl_FragData[3] = vary_position;
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -4,13 +4,15 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
void main()
{
//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy)); //This should not compile!
gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
gl_FragColor = vec4(1,1,1,1);
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();
@@ -28,8 +30,7 @@ void main()
norm = normalize(norm);
pos = gl_ProjectionMatrix * pos;
//smash geometry against near clip plane
pos.z = max(pos.z, -1.0);
pos.z = max(pos.z, -pos.w+0.01);
gl_Position = pos;
gl_FrontColor = gl_Color;

View File

@@ -4,13 +4,14 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();
attribute vec4 weight;
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
@@ -30,7 +31,6 @@ void main()
norm.z = dot(trans[2].xyz, gl_Normal);
norm = normalize(norm);
vary_position = pos;
vary_normal = norm;
gl_Position = gl_ProjectionMatrix * pos;

View File

@@ -4,45 +4,86 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect positionMap;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform vec3 kern[32];
uniform int kern_length;
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;
vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz;
vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg;
vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture2DRect(lightMap, tc).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'
vec2 col = defined_weight * ccol;
for (int i = 1; i < kern_length; i++)
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
//This causes some pretty nasty artifacting, so disabling for now.
//tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
vec3 samppos = texture2DRect(positionMap, tc).xyz;
vec2 samptc = tc + kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, tc).rg*kern[i].xy;
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
for (int i = 1; i < 4; i++)
{
vec2 samptc = tc - kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
col /= defined_weight;
gl_FragColor = vec4(col.r, col.g, 0.0, 1.0);
col /= defined_weight.xyxx;
col.y *= col.y;
gl_FragColor = col;
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
@@ -11,19 +13,19 @@ uniform sampler2D bumpMap;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
varying vec4 vary_position;
void main()
{
vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
dot(norm,vary_mat2));
dot(norm,vary_mat1),
dot(norm,vary_mat2));
gl_FragData[0].rgb = gl_Color.rgb*col;
gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
gl_FragData[2] = vec4(normalize(tnorm), 0.0);
gl_FragData[3] = vary_position;
gl_FragData[0] = vec4(col, 0.0);
gl_FragData[1] = gl_Color.aaaa; // spec
//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -4,11 +4,12 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
varying vec4 vary_position;
void main()
{
@@ -16,8 +17,6 @@ void main()
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vary_position = gl_ModelViewMatrix * gl_Vertex;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 t = cross(b, n);

View File

@@ -4,17 +4,19 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0);
gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
gl_FragData[3] = vary_position;
vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
gl_FragData[0] = vec4(col, 0.0);
gl_FragData[1] = gl_Color.aaaa; // spec
//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -2,20 +2,19 @@
* @file diffuseV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
* $/LicenseInfo$
*/
#version 120
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
//transform vertex
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vary_position = gl_ModelViewMatrix * gl_Vertex;
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
gl_FrontColor = gl_Color;

View File

@@ -1,21 +1,18 @@
/**
* @file fullbrightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform sampler2D noiseMap;
uniform sampler2DRect positionMap;
uniform mat4 shadow_matrix[4];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
@@ -28,14 +25,27 @@ varying vec4 vary_position;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
uniform float alpha_soften;
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()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec3 samp_pos = texture2DRect(positionMap, frag).xyz;
vec3 samp_pos = getPosition(frag).xyz;
float shadow = 1.0;
vec4 pos = vary_position;
@@ -46,15 +56,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
if (samp_pos.z != 0.0)
{
float dist_factor = alpha_soften;
float a = gl_Color.a;
a *= a;
dist_factor *= 1.0/(1.0-a);
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
}
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);
@@ -12,12 +14,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec4 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
uniform float near_clip;
varying vec4 vary_position;
void main()
{

View File

@@ -0,0 +1,168 @@
/**
* @file giF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
uniform sampler2D diffuseGIMap;
uniform sampler2D normalGIMap;
uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
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_radius;
uniform float gi_intensity;
uniform int gi_samples;
uniform vec2 gi_kern[25];
uniform vec2 gi_scale;
uniform vec3 gi_quad;
uniform vec3 gi_spec;
uniform float gi_direction_weight;
uniform float gi_light_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;
}
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);
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/eye_pos.w);
//vec3 eye_dir = vec3(0,0,-1);
//eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
//eye_dir = normalize(eye_dir);
//float round_x = gi_scale.x;
//float round_y = gi_scale.y;
vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
debug.xz = vec2(0.0,0.0);
//debug = fract(debug);
float round_x = 1.0/64.0;
float round_y = 1.0/64.0;
//gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
//gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
float fda = 0.0;
vec3 fdiff = vec3(0,0,0);
vec3 rcol = vec3(0,0,0);
float fsa = 0.0;
for (int i = -1; i < 2; i+=2 )
{
for (int j = -1; j < 2; j+=2)
{
vec2 tc = vec2(i, j)*0.75;
vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
//tc += gi_norm.xy*nz.z;
tc += nz.xy*2.0;
tc /= gi_samples;
tc += gi_c.xy;
vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
vec3 lpos = getGIPosition(tc.xy).xyz;
vec3 at = lpos-gi_pos.xyz;
float dist = dot(at,at);
float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
if (da > 0.0)
{
//add angular attenuation
vec3 ldir = at;
float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
float ld = -dot(ldir, lnorm);
if (ang_atten > 0.0 && ld < 0.0)
{
vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
da = da*ang_atten;
fda += da;
fdiff += diff*da;
}
}
}
}
fdiff /= max(gi_spec.y*fda, gi_quad.z);
fdiff = clamp(fdiff, vec3(0), vec3(1));
vec3 ret = fda*fdiff;
//ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;
//fda *= nz.z;
//rcol.rgb *= gi_intensity;
//return rcol.rgb+vary_AmblitColor.rgb*0.25;
//return vec4(debug, 0.0);
//return vec4(fda*fdiff, 0.0);
return clamp(ret,vec3(0.0), vec3(1.0));
//return debug.xyz;
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
gl_FragData[0].xyz = giAmbient(pos, norm);
}

View File

@@ -0,0 +1,24 @@
/**
* @file giV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
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;
}

View File

@@ -4,18 +4,17 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
varying vec4 vary_position;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, vary_position.z);
gl_FragData[3] = vary_position;
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
}

View File

@@ -4,8 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
varying vec4 vary_position;
#version 120
void main()
{
@@ -13,7 +13,5 @@ void main()
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vary_position = gl_ModelViewMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}

View File

@@ -0,0 +1,17 @@
/**
* @file luminanceF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
uniform sampler2DRect diffuseMap;
varying vec2 vary_fragcoord;
void main()
{
gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy);
}

View File

@@ -0,0 +1,23 @@
/**
* @file giV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
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;
}

View File

@@ -5,15 +5,18 @@
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform float sun_wash;
@@ -23,24 +26,50 @@ uniform int light_count;
uniform vec4 light[16];
uniform vec4 light_col[16];
varying vec3 vary_fragcoord;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
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()
{
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = texture2DRect(positionMap, frag.xy).xyz;
vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz);
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
for (int i = 0; i < light_count; ++i)
{
vec3 lv = light[i].xyz-pos;
float dist2 = dot(lv,lv);
if (dist2 > light[i].w)
dist2 /= light[i].w;
if (dist2 > 1.0)
{
continue;
}
@@ -55,30 +84,31 @@ void main()
da = dot(norm, lv);
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist2-light[i].w*(1.0-fa))/(light[i].w*fa), 0.0, 1.0);
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
//vec3 col = vec3(dist2, light_col[i].a, lit);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
float sa = dot(ref,lv);
sa = max(sa, 0.0);
sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
//vec3 ref = dot(pos+lv, norm);
float sa = dot(normalize(lv+npos),norm);
if (sa > 0.0)
{
sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}
}
out_col += col;
}
//attenuate point light contribution by SSAO component
out_col *= texture2DRect(lightMap, frag.xy).g;
if (dot(out_col, out_col) <= 0.0)
{
discard;

View File

@@ -0,0 +1,20 @@
/**
* @file multiPointLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
varying vec4 vary_fragcoord;
void main()
{
//transform vertex
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = pos;
gl_Position = pos;
gl_FrontColor = gl_Color;
}

View File

@@ -0,0 +1,225 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
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;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
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;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*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;
}
}
}
}
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}

View File

@@ -1,41 +1,64 @@
/**
* @file pointLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
varying vec4 vary_light;
varying vec3 vary_fragcoord;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
sc /= viewport.zw;
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()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec3 pos = texture2DRect(positionMap, frag).xyz;
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;
float dist2 = dot(lv,lv);
if (dist2 > vary_light.w)
dist2 /= vary_light.w;
if (dist2 > 1.0)
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag).xyz;
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
@@ -46,35 +69,32 @@ void main()
lv = normalize(lv);
da = dot(norm, lv);
float noise = texture2D(noiseMap, frag/128.0).b;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag).rgb;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = gl_Color.a+1.0;
float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0);
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
col = gl_Color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag);
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
float sa = dot(ref,lv);
sa = max(sa, 0.0);
sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*gl_Color.rgb*spec.rgb;
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*gl_Color.rgb*spec.rgb;
}
}
//attenuate point light contribution by SSAO component
col *= texture2DRect(lightMap, frag.xy).g;
if (dot(col, col) <= 0.0)
{
discard;
}
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}

View File

@@ -5,8 +5,10 @@
* $License$
*/
#version 120
varying vec4 vary_light;
varying vec3 vary_fragcoord;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float near_clip;
@@ -14,10 +16,10 @@ uniform float near_clip;
void main()
{
//transform vertex
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
vary_fragcoord = pos;
vec4 tex = gl_MultiTexCoord0;
tex.w = 1.0;

View File

@@ -0,0 +1,137 @@
/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect edgeMap;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform float focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
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;
}
float calc_cof(float depth)
{
float sc = abs(depth-focal_distance)/-depth*blur_constant;
sc /= magnification;
// tan_pixel_angle = pixel_length/-depth;
float pixel_length = tan_pixel_angle*-focal_distance;
sc = sc/pixel_length;
sc *= 1.414;
return sc;
}
void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|| d < cur_depth) //sampled pixel is further away than current pixel
{
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
}
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
float sc = calc_cof(depth);
sc = min(abs(sc), 10.0);
float fd = depth*0.5f;
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
//if (depth < focal_distance)
{
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
}
diff /= w;
}
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}

View File

@@ -0,0 +1,24 @@
/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}

View File

@@ -0,0 +1,19 @@
/**
* @file postDeferredV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
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;
}

View File

@@ -0,0 +1,82 @@
/**
* @file postgiF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
uniform sampler2D noiseMap;
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;
}
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;
vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
float defined_weight = kern[0].x;
vec3 col = vec3(0.0);
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 > 0.8)
{
vec3 samppos = getPosition(tc.xy).xyz;
samppos -= pos;
if (dot(samppos,samppos) < -0.05*pos.z)
{
col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
defined_weight += kern[i].x;
}
}
}
col /= defined_weight;
//col = ccol;
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
gl_FragData[0].xyz = col;
//gl_FragColor = ccol;
}

View File

@@ -0,0 +1,19 @@
/**
* @file postgiV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
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;
}

View File

@@ -4,11 +4,16 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
varying vec4 post_pos;
void main()
{
gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}

View File

@@ -4,14 +4,20 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec4 post_pos;
void main()
{
//transform vertex
vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
//smash geometry against the near clip plane (great for ortho projections)
pos.z = max(pos.z, -1.0);
gl_Position = pos;
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}

View File

@@ -4,17 +4,17 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2DRect depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
@@ -38,8 +38,8 @@ uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform vec3 env_mat[3];
uniform mat4 shadow_matrix[3];
uniform vec4 shadow_clip;
//uniform mat4 shadow_matrix[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
@@ -52,6 +52,27 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
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;
@@ -235,45 +256,85 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
vec3 pos = texture2DRect(positionMap, tc).xyz;
float depth = texture2DRect(depthMap, tc.xy).a;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).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 = vec4(texture2DRect(diffuseRect, tc).rgb, 1.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float scol = scol_ambocc.r;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);
vec3 col = atmosAmbient(vec3(0));
col += atmosAffectDirectionalLight(min(da, scol));
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
col *= diffuse.rgb;
if (spec.a > 0.2)
if (spec.a > 0.0) // specular reflection
{
vec3 ref = reflect(pos.xyz, norm.xyz);
vec3 rc;
rc.x = dot(ref, env_mat[0]);
rc.y = dot(ref, env_mat[1]);
rc.z = dot(ref, env_mat[2]);
vec3 refcol = textureCube(environmentMap, rc).rgb;
col.rgb += refcol * spec.rgb;
// 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;
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
// 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 = max(dot(refn, reflight.xyz), 0.0);
// 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;
//gl_FragColor.rg = scol_ambocc.rg;
//gl_FragColor.rgb = norm.rgb*0.5+0.5;
//gl_FragColor.rgb = vec3(ambocc);
//gl_FragColor.rgb = vec3(scol);
}

View File

@@ -0,0 +1,337 @@
/**
* @file softenLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
//uniform vec4 camPosWorld;
uniform vec4 gamma;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 haze_horizon;
uniform vec4 haze_density;
uniform vec4 cloud_shadow;
uniform vec4 density_multiplier;
uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform vec3 env_mat[3];
//uniform mat4 shadow_matrix[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
vec3 vary_PositionEye;
vec3 vary_SunlitColor;
vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
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);
calcAtmospherics(pos.xyz, 1.0);
vec3 col = atmosAmbient(vec3(0));
col += atmosAffectDirectionalLight(max(min(da, 1.0), 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*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;
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
// 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 = max(dot(refn, reflight.xyz), 0.0);
// 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;
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform vec2 screen_res;

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@@ -0,0 +1,167 @@
/**
* @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 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;
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;
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;
}
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;
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;
}
}
}
}
gl_FragColor.rgb = col;
gl_FragColor.a = 0.0;
}

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@@ -4,136 +4,14 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
//class 1, no shadow, no SSAO, should never be called
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
// Inputs
uniform mat4 shadow_matrix[4];
uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0;
int points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
vec3 samppos_world = texture2DRect(positionMap, samppos_screen).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
points = points + int(diff.z > -1.0);
}
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
return 1.0 - (float(points != 0) * angle_hidden);
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = vec4(texture2DRect(positionMap, pos_screen).xyz, 1.0);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
gl_FragColor = vec4(0.0); // doesn't matter
return;
}*/
float shadow = 1.0;
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
if (dp_directional_light == 0.0)
{
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
shadow = 0.0;
}
else if (pos.z > -shadow_clip.w)
{
if (pos.z < -shadow_clip.z)
{
vec4 lpos = shadow_matrix[3]*pos;
shadow = shadow2DProj(shadowMap3, lpos).x;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
else if (pos.z < -shadow_clip.y)
{
vec4 lpos = shadow_matrix[2]*pos;
shadow = shadow2DProj(shadowMap2, lpos).x;
}
else if (pos.z < -shadow_clip.x)
{
vec4 lpos = shadow_matrix[1]*pos;
shadow = shadow2DProj(shadowMap1, lpos).x;
}
else
{
vec4 lpos = shadow_matrix[0]*pos;
shadow = shadow2DProj(shadowMap0, lpos).x;
}
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
shadow = min(shadow, dp_directional_light);
}
else
{
// more distant than the shadow map covers - just use directional shading as shadow
shadow = dp_directional_light;
}
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
//gl_FragColor[2] is unused as of August 2008, may be used for debugging
gl_FragColor = vec4(0,0,0,0);
}

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@@ -0,0 +1,116 @@
/**
* @file sunLightSSAOF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
// 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 float shadow_bias;
uniform float 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;
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)
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));
return min(ret, 1.0);
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
gl_FragColor[0] = 1.0;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
gl_FragColor[2] = 1.0;
gl_FragColor[3] = 1.0;
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec4 vary_light;
varying vec2 vary_fragcoord;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -12,7 +14,6 @@ uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
@@ -28,9 +29,9 @@ void main()
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
gl_FragData[0] = vec4(outColor.rgb, 1.0);
gl_FragData[0] = vec4(outColor.rgb, 0.0);
gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
gl_FragData[3] = vary_position;
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -4,9 +4,10 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_normal;
varying vec4 vary_position;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -27,7 +28,6 @@ void main()
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_position = gl_ModelViewMatrix * gl_Vertex;
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
// Transform and pass tex coords

View File

@@ -4,17 +4,18 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
varying vec4 vary_position;
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);
gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
gl_FragData[3] = vary_position;
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}

View File

@@ -4,9 +4,10 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_normal;
varying vec4 vary_position;
void main()
{
@@ -14,8 +15,6 @@ void main()
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vary_position = gl_ModelViewMatrix * gl_Vertex;
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
gl_FrontColor = gl_Color;

View File

@@ -4,21 +4,24 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2D noiseMap;
uniform mat4 shadow_matrix[4];
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float sunAngle;
@@ -33,9 +36,9 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
@@ -114,51 +117,27 @@ void main()
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
float shadow = 1.0;
vec4 pos = vary_position;
//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
// if (pos.z > -shadow_clip.w)
// {
vec4 spos = pos;
/* if (pos.z < -shadow_clip.z)
{
vec4 lpos = (shadow_matrix[3]*spos);
shadow = shadow2DProj(shadowMap3, lpos).x;
}
else if (pos.z < -shadow_clip.y)
{
vec4 lpos = (shadow_matrix[2]*spos);
shadow = shadow2DProj(shadowMap2, lpos).x;
}
else if (pos.z < -shadow_clip.x)
{
vec4 lpos = (shadow_matrix[1]*spos);
shadow = shadow2DProj(shadowMap1, lpos).x;
}
else
{
vec4 lpos = (shadow_matrix[0]*spos);
shadow = shadow2DProj(shadowMap0, lpos).x;
}
}*/
vec4 spos = pos;
//spec *= shadow;
//color.rgb += spec * specular;
// spec *= shadow;
// color.rgb += spec * specular;
// color.rgb = atmosTransport(color.rgb);
// color.rgb = scaleSoftClip(color.rgb);
// color.a = spec * sunAngle2;
//color.rgb = atmosTransport(color.rgb);
//color.rgb = scaleSoftClip(color.rgb);
//color.a = spec * sunAngle2;
// gl_FragColor = color;
//wavef.z *= 0.1f;
//wavef = normalize(wavef);
vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
gl_FragData[2] = vec4(screenspacewavef, 0.0); // normalxyz, displace
gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

View File

@@ -5,6 +5,7 @@
* $License$
*/
#version 120
void main()
{

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform vec2 glowDelta;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D detail0;
uniform sampler2D detail1;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
// this class1 shader is just a copy of terrainF

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 applyWaterFog(vec4 color)
{

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void main()
{

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -0,0 +1,17 @@
/**
* @file lightFullbrightShinyWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void fullbright_shiny_lighting_water()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}

View File

@@ -5,6 +5,8 @@
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l)
{

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l)
@@ -12,7 +14,8 @@ float calcDirectionalLight(vec3 n, vec3 l)
return a;
}
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)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -26,6 +29,10 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
//distance attenuation
float da = clamp(1.0/(la * d), 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= calcDirectionalLight(n, lv);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

View File

@@ -4,6 +4,9 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_shiny_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -0,0 +1,15 @@
/**
* @file fullbrightShinyWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_shiny_lighting_water();
void main()
{
fullbright_shiny_lighting_water();
}

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_lighting_water();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void shiny_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void shiny_lighting_water();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting_water();

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 atmosLighting(vec3 light)
{

View File

@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 atmosAmbient(vec3 light)
{

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