191 lines
4.8 KiB
GLSL
191 lines
4.8 KiB
GLSL
/**
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* @file giF.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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#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 sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D noiseMap;
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uniform sampler2D diffuseGIMap;
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uniform sampler2D normalGIMap;
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uniform sampler2D depthGIMap;
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uniform sampler2D lightFunc;
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// Inputs
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
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uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
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uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
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uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
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uniform float gi_radius;
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uniform float gi_intensity;
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uniform int gi_samples;
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uniform vec2 gi_kern[25];
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uniform vec2 gi_scale;
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uniform vec3 gi_quad;
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uniform vec3 gi_spec;
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uniform float gi_direction_weight;
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uniform float gi_light_offset;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec4 getGIPosition(vec2 gi_tc)
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{
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float depth = texture2D(depthGIMap, gi_tc).a;
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vec2 sc = gi_tc*2.0;
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sc -= vec2(1.0, 1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = gi_inv_proj*ndc;
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pos.xyz /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec3 giAmbient(vec3 pos, vec3 norm)
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{
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vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
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gi_c.xyz /= gi_c.w;
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vec4 gi_pos = gi_mat*vec4(pos,1.0);
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vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
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gi_norm = normalize(gi_norm);
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vec2 tcx = gi_norm.xy;
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vec2 tcy = gi_norm.yx;
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vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
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vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w);
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//vec3 eye_dir = vec3(0,0,-1);
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//eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
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//eye_dir = normalize(eye_dir);
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//float round_x = gi_scale.x;
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//float round_y = gi_scale.y;
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vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
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debug.xz = vec2(0.0,0.0);
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//debug = fract(debug);
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float round_x = 1.0/64.0;
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float round_y = 1.0/64.0;
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//gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
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//gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
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float fda = 0.0;
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vec3 fdiff = vec3(0,0,0);
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vec3 rcol = vec3(0,0,0);
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float fsa = 0.0;
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for (int i = -1; i < 2; i+=2 )
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{
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for (int j = -1; j < 2; j+=2)
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{
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vec2 tc = vec2(i, j)*0.75;
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vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
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//tc += gi_norm.xy*nz.z;
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tc += nz.xy*2.0;
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tc /= gi_samples;
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tc += gi_c.xy;
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vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
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vec3 lpos = getGIPosition(tc.xy).xyz;
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vec3 at = lpos-gi_pos.xyz;
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float dist = dot(at,at);
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float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
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if (da > 0.0)
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{
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//add angular attenuation
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vec3 ldir = at;
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float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
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float ld = -dot(ldir, lnorm);
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if (ang_atten > 0.0 && ld < 0.0)
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{
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vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
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da = da*ang_atten;
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fda += da;
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fdiff += diff*da;
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}
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}
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}
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}
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fdiff /= max(gi_spec.y*fda, gi_quad.z);
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fdiff = clamp(fdiff, vec3(0), vec3(1));
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vec3 ret = fda*fdiff;
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//ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;
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//fda *= nz.z;
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//rcol.rgb *= gi_intensity;
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//return rcol.rgb+vary_AmblitColor.rgb*0.25;
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//return vec4(debug, 0.0);
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//return vec4(fda*fdiff, 0.0);
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return clamp(ret,vec3(0.0), vec3(1.0));
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//return debug.xyz;
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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 = getPosition(pos_screen);
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vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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frag_color.xyz = giAmbient(pos, norm);
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}
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