331 lines
8.5 KiB
GLSL
331 lines
8.5 KiB
GLSL
/**
|
|
* @file softenLightF.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2007, Linden Research, Inc.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation;
|
|
* version 2.1 of the License only.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#extension GL_ARB_texture_rectangle : enable
|
|
|
|
#ifdef DEFINE_GL_FRAGCOLOR
|
|
out vec4 frag_color;
|
|
#else
|
|
#define frag_color gl_FragColor
|
|
#endif
|
|
|
|
uniform sampler2DRect diffuseRect;
|
|
uniform sampler2DRect specularRect;
|
|
uniform sampler2DRect positionMap;
|
|
uniform sampler2DRect normalMap;
|
|
uniform sampler2DRect lightMap;
|
|
uniform sampler2DRect depthMap;
|
|
uniform samplerCube environmentMap;
|
|
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 float haze_horizon;
|
|
uniform float haze_density;
|
|
uniform float cloud_shadow;
|
|
uniform float density_multiplier;
|
|
uniform float distance_multiplier;
|
|
uniform float max_y;
|
|
uniform vec4 glow;
|
|
uniform float scene_light_strength;
|
|
uniform mat3 env_mat;
|
|
uniform mat3 ssao_effect_mat;
|
|
|
|
uniform vec3 sun_dir;
|
|
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);
|
|
|
|
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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
|
|
//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);
|
|
blue_weight = blue_density / temp1;
|
|
haze_weight = vec4(haze_density) / 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;
|
|
|
|
// Transparency (-> temp1)
|
|
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
|
|
// compiler gets confused.
|
|
temp1 = exp(-temp1 * temp2.z * distance_multiplier);
|
|
|
|
//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 * 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) + tmpAmbient)
|
|
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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).r;
|
|
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
|
|
|
|
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
|
|
|
|
vec4 diffuse = texture2DRect(diffuseRect, tc);
|
|
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
|
|
|
|
vec3 col;
|
|
float bloom = 0.0;
|
|
if (diffuse.a < 0.9)
|
|
{
|
|
calcAtmospherics(pos.xyz, 1.0);
|
|
|
|
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, sun_dir.xyz);
|
|
vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
|
|
|
|
// add the two types of shiny together
|
|
vec3 spec_contrib = dumbshiny * spec.rgb;
|
|
bloom = dot(spec_contrib, spec_contrib) / 4;
|
|
col += spec_contrib;
|
|
|
|
//add environmentmap
|
|
vec3 env_vec = env_mat * refnormpersp;
|
|
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
|
|
max(spec.a-diffuse.a*2.0, 0.0));
|
|
}
|
|
|
|
col = atmosLighting(col);
|
|
col = scaleSoftClip(col);
|
|
|
|
col = mix(col.rgb, diffuse.rgb, diffuse.a);
|
|
}
|
|
else
|
|
{
|
|
col = diffuse.rgb;
|
|
}
|
|
|
|
frag_color.rgb = col;
|
|
|
|
frag_color.a = bloom;
|
|
}
|