337 lines
9.6 KiB
GLSL
337 lines
9.6 KiB
GLSL
/**
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* @file softenLightF.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 diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect normalMap;
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uniform sampler2DRect depthMap;
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uniform sampler2D lightFunc;
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uniform float blur_size;
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uniform float blur_fidelity;
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// Inputs
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uniform vec4 morphFactor;
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uniform vec3 camPosLocal;
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//uniform vec4 camPosWorld;
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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 vec4 haze_horizon;
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uniform vec4 haze_density;
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uniform vec4 cloud_shadow;
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uniform vec4 density_multiplier;
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uniform vec4 distance_multiplier;
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uniform vec4 max_y;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform vec3 env_mat[3];
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//uniform mat4 shadow_matrix[3];
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//uniform vec4 shadow_clip;
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uniform mat3 ssao_effect_mat;
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VARYING vec4 vary_light;
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VARYING vec2 vary_fragcoord;
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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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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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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 getPosition(vec2 pos_screen)
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{ //get position in screen space (world units) given window coordinate and depth map
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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return getPosition_d(pos_screen, depth);
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}
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vec3 getPositionEye()
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{
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return vary_PositionEye;
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}
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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, float ambFactor) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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//(TERRAIN) limit altitude
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if (P.y > max_y.x) P *= (max_y.x / P.y);
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if (P.y < -max_y.x) P *= (-max_y.x / P.y);
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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 * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
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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.r);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density.r) / 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.x;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
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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.x * 0.5;
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/* decrease value and saturation (that in HSV, not HSL) for occluded areas
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* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
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* // The following line of code performs the equivalent of:
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* float ambAlpha = tmpAmbient.a;
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* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
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* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
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* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
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*/
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tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
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+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * 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 / 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 * 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 / 2.0;
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}
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vec3 atmosAffectDirectionalLight(float lightIntensity)
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{
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return getSunlitColor() * 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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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = texture2DRect(depthMap, tc.xy).a;
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vec3 pos = getPosition_d(tc, depth).xyz;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
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float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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calcAtmospherics(pos.xyz, 1.0);
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vec3 col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
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col *= diffuse.rgb;
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if (spec.a > 0.0) // specular reflection
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{
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// the old infinite-sky shiny reflection
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
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/*
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// screen-space cheap fakey reflection map
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//
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vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
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depth -= 0.5; // unbias depth
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// first figure out where we'll make our 2D guess from
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vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
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// Offset the guess source a little according to a trivial
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// checkerboard dither function and spec.a.
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// This is meant to be similar to sampling a blurred version
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// of the diffuse map. LOD would be better in that regard.
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// The goal of the blur is to soften reflections in surfaces
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// with low shinyness, and also to disguise our lameness.
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float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
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float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
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ref2d += vec2(checkoffset, checkoffset);
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ref2d += tc.xy; // use as offset from destination
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// Get attributes from the 2D guess point.
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// We average two samples of diffuse (not of anything else) per
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// pixel to try to reduce aliasing some more.
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vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
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texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
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float refdepth = texture2DRect(depthMap, ref2d).a;
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vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
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vec3 refn = texture2DRect(normalMap, ref2d).rgb;
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refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
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// figure out how appropriate our guess actually was
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float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
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// darken reflections from points which face away from the reflected ray - our guess was a back-face
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//refapprop *= step(dot(refnorm, refn), 0.0);
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refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
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// get appropriate light strength for guess-point.
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// reflect light direction to increase the illusion that
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// these are reflections.
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vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
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float reflit = max(dot(refn, reflight.xyz), 0.0);
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// apply sun color to guess-point, dampen according to inappropriateness of guess
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float refmod = min(refapprop, reflit);
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vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
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vec3 ssshiny = (refprod * spec.a);
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ssshiny *= 0.3; // dampen it even more
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*/
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vec3 ssshiny = vec3(0,0,0);
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// add the two types of shiny together
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col += (ssshiny + dumbshiny) * spec.rgb;
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}
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col = atmosLighting(col);
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col = scaleSoftClip(col);
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gl_FragColor.rgb = col;
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gl_FragColor.a = 0.0;
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}
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