626 lines
14 KiB
GLSL
626 lines
14 KiB
GLSL
/**
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* @file alphaF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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//#extension GL_ARB_texture_rectangle : enable
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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//uniform float display_gamma;
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uniform vec4 gamma;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform mat3 env_mat;
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uniform vec3 sun_dir;
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#if HAS_SHADOW
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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//uniform sampler2D noiseMap; //Random dither.
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uniform vec2 shadow_res;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform float shadow_bias;
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#endif
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#ifdef USE_DIFFUSE_TEX
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uniform sampler2D diffuseMap;
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#endif
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#ifdef IS_AVATAR_SKIN
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uniform float minimum_alpha;
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#endif
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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#ifdef USE_VERTEX_COLOR
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VARYING vec4 vertex_color;
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#endif
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vec3 vary_PositionEye;
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vec3 vary_SunlitColor;
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vec3 vary_AmblitColor;
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vec3 vary_AdditiveColor;
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vec3 vary_AtmosAttenuation;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec3 srgb_to_linear(vec3 cs)
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{
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vec3 low_range = cs / vec3(12.92);
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vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
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bvec3 lte = lessThanEqual(cs,vec3(0.04045));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lte.r ? low_range.r : high_range.r;
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result.g = lte.g ? low_range.g : high_range.g;
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result.b = lte.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lte);
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#endif
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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a = pow(a, 1.0/1.3);
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return vec3(a,a,a);
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}
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float da = 1.0;
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vec3 col = vec3(0);
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(dot(n, lv), 0.0);
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float lit = max(da * dist_atten,0.0);
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col = light_col * lit * diffuse;
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// no spec for alpha shader...
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}
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return max(col, vec3(0.0,0.0,0.0));
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}
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#if HAS_SHADOW
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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//stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x); //Random dither.
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stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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}
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#endif
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#ifdef WATER_FOG
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uniform vec4 waterPlane;
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uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
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{
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//normalize view vector
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vec3 view = normalize(pos);
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float es = -(dot(view, waterPlane.xyz));
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//find intersection point with water plane and eye vector
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//get eye depth
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float e0 = max(-waterPlane.w, 0.0);
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vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
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//get object depth
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float depth = length(pos - int_v);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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float F = 0.98;
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float t1 = -kd * pow(F, ks * e0);
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float t2 = kd + ks * es;
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float t3 = pow(F, t2*l) - 1.0;
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float L = min(t1/t2*t3, 1.0);
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float D = pow(0.98, l*kd);
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color.rgb = color.rgb * D + kc.rgb * L;
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color.a = kc.a + color.a;
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return color;
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}
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#endif
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vec3 getSunlitColor()
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{
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return vary_SunlitColor;
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}
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vec3 getAmblitColor()
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{
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return vary_AmblitColor;
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}
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vec3 getAdditiveColor()
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{
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return vary_AdditiveColor;
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}
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vec3 getAtmosAttenuation()
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{
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return vary_AtmosAttenuation;
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}
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void setPositionEye(vec3 v)
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{
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vary_PositionEye = v;
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}
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void setSunlitColor(vec3 v)
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{
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vary_SunlitColor = v;
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}
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void setAmblitColor(vec3 v)
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{
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vary_AmblitColor = v;
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}
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void setAdditiveColor(vec3 v)
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{
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vary_AdditiveColor = v;
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}
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void setAtmosAttenuation(vec3 v)
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{
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vary_AtmosAttenuation = v;
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}
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void calcAtmospherics(vec3 inPositionEye) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec4 temp1 = vec4(0);
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vec3 temp2 = vec3(0);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// main atmospheric scattering line integral
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temp2.z = Plen * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier);
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//final atmosphere attenuation factor
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setAtmosAttenuation(temp1.rgb);
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//compute haze glow
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//(can use temp2.x as temp because we haven't used it yet)
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temp2.x = dot(Pn, tmpLightnorm.xyz);
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temp2.x = 1. - temp2.x;
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//temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .03); //was glow.y
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//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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//higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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//glow.z should be negative, so we're doing a sort of (1 / "angle") function
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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+ tmpAmbient)));
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//brightness of surface both sunlight and ambient
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setSunlitColor(vec3(sunlight * .5));
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setAmblitColor(vec3(tmpAmbient * .25));
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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}
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vec3 atmosLighting(vec3 light)
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{
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor();
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return (2.0 * light);
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}
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vec3 atmosTransport(vec3 light) {
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor() * 2.0;
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return light;
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}
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vec3 atmosGetDiffuseSunlightColor()
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{
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return getSunlitColor();
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}
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vec3 scaleDownLight(vec3 light)
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{
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return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
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}
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vec3 scaleUpLight(vec3 light)
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{
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return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
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}
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vec3 atmosAmbient(vec3 light)
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{
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return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
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}
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vec3 atmosAffectDirectionalLight(float lightIntensity)
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{
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return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
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}
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vec3 scaleSoftClip(vec3 light)
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{
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//soft clip effect:
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vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
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vec3 ones = vec3(1.0f, 1.0f, 1.0f);
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light = ones - clamp(light, zeroes, ones);
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light = ones - pow(light, gamma.xxx);
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return light;
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}
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vec3 fullbrightAtmosTransport(vec3 light) {
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
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}
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vec3 fullbrightScaleSoftClip(vec3 light)
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{
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//soft clip effect:
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return light;
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}
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void main()
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{
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#ifdef USE_INDEXED_TEX
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#ifdef USE_VERTEX_COLOR
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float final_alpha = diff.a * vertex_color.a;
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diff.rgb *= vertex_color.rgb;
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#else
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float final_alpha = diff.a;
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#endif
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#ifdef IS_AVATAR_SKIN
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if(final_alpha < minimum_alpha)
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{
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discard;
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}
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#endif
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/*#ifdef FOR_IMPOSTOR
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// Insure we don't pollute depth with invis pixels in impostor rendering
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//
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if (final_alpha < 0.01)
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{
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discard;
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}
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#endif*/
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//Always do this.
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if (final_alpha < 0.004)
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{
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discard;
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}
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vec4 pos = vec4(vary_position, 1.0);
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float shadow = 1.0;
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#if HAS_SHADOW
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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shadow = 0.0;
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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if (spos.z < near_split.z)
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{
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lpos = shadow_matrix[3]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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if (spos.z < near_split.y && spos.z > far_split.z)
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{
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lpos = shadow_matrix[2]*spos;
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
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weight += w;
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}
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if (spos.z < near_split.x && spos.z > far_split.y)
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{
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lpos = shadow_matrix[1]*spos;
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float w = 1.0;
|
|
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
|
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
|
shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
|
|
weight += w;
|
|
}
|
|
|
|
if (spos.z > far_split.x)
|
|
{
|
|
lpos = shadow_matrix[0]*spos;
|
|
|
|
float w = 1.0;
|
|
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
|
|
|
shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
|
|
weight += w;
|
|
}
|
|
|
|
|
|
shadow /= weight;
|
|
}
|
|
else
|
|
{
|
|
shadow = 1.0;
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifdef FOR_IMPOSTOR
|
|
vec4 color = vec4(diff.rgb,final_alpha); //Impostor needs alpha.
|
|
#else
|
|
|
|
vec4 gamma_diff = diff;
|
|
diff.rgb = srgb_to_linear(diff.rgb);
|
|
|
|
vec3 norm = vary_norm;
|
|
|
|
calcAtmospherics(pos.xyz);
|
|
|
|
vec2 abnormal = encode_normal(norm.xyz);
|
|
norm.xyz = decode_normal(abnormal.xy);
|
|
|
|
float da = dot(norm.xyz, sun_dir.xyz);
|
|
|
|
float final_da = da;
|
|
final_da = min(final_da, shadow);
|
|
final_da = max(final_da, 0.0f);
|
|
final_da = min(final_da, 1.0f);
|
|
final_da = pow(final_da, 1.0/1.3);
|
|
|
|
vec4 color = vec4(getAmblitColor(),final_alpha);
|
|
|
|
float ambient = abs(da);
|
|
ambient *= 0.5;
|
|
ambient *= ambient;
|
|
ambient = (1.0-ambient);
|
|
|
|
color.rgb *= ambient;
|
|
color.rgb += atmosAffectDirectionalLight(final_da);
|
|
color.rgb *= gamma_diff.rgb;
|
|
|
|
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
|
|
|
|
color.rgb = atmosLighting(color.rgb);
|
|
color.rgb = scaleSoftClip(color.rgb);
|
|
|
|
vec4 light = vec4(0,0,0,0);
|
|
|
|
color.rgb = srgb_to_linear(color.rgb);
|
|
|
|
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
|
|
|
|
LIGHT_LOOP(1)
|
|
LIGHT_LOOP(2)
|
|
LIGHT_LOOP(3)
|
|
LIGHT_LOOP(4)
|
|
LIGHT_LOOP(5)
|
|
LIGHT_LOOP(6)
|
|
LIGHT_LOOP(7)
|
|
|
|
// keep it linear
|
|
//
|
|
color.rgb += light.rgb;
|
|
|
|
// straight to display gamma, we're post-deferred
|
|
//
|
|
color.rgb = linear_to_srgb(color.rgb);
|
|
|
|
#ifdef WATER_FOG
|
|
color = applyWaterFogDeferred(pos.xyz, color);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
frag_color = color;
|
|
}
|
|
|