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