Files
Shyotl ffb285c6ff Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
2011-12-09 14:02:29 -06:00

144 lines
3.6 KiB
GLSL

/**
* @file alphaF.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 gl_FragColor;
#endif
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
uniform float shadow_bias;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
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.xyz /= pos.w;
pos.w = 1.0;
return pos;
}
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
return shadow/5.0;
}
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
if (spos.z > -shadow_clip.w)
{
vec4 lpos;
if (spos.z < -shadow_clip.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap3, lpos, 1.5);
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
else if (spos.z < -shadow_clip.y)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap2, lpos, 1.5);
}
else if (spos.z < -shadow_clip.x)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap1, lpos, 1.5);
}
else
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap0, lpos, 1.5);
}
}
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.rgb += diff.rgb * vary_pointlight_col.rgb;
gl_FragColor = color;
}