-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.
217 lines
5.7 KiB
GLSL
217 lines
5.7 KiB
GLSL
/**
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* @file sunLightF.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 gl_FragColor;
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#endif
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//class 2, shadows, no SSAO
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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// Inputs
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uniform mat4 shadow_matrix[6];
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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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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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uniform vec2 proj_shadow_res;
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uniform vec3 sun_dir;
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uniform float shadow_bias;
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uniform float shadow_offset;
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uniform float spot_shadow_bias;
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uniform float spot_shadow_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).r;
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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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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias*scl;
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
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return shadow/5.0;
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//return shadow;
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}
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
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{
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stc.xyz /= stc.w;
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stc.z += spot_shadow_bias*scl;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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vec2 off = 1.5/proj_shadow_res;
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shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
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shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
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shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
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shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
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return shadow/5.0;
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//return shadow;
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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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//try doing an unproject here
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vec4 pos = getPosition(pos_screen);
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vec4 nmap4 = texture2DRect(normalMap, pos_screen);
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nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
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float displace = nmap4.w;
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vec3 norm = nmap4.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, sun_dir.xyz));
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vec3 shadow_pos = pos.xyz + displace*norm;
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vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
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vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
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if (spos.z > -shadow_clip.w)
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{
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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
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{
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vec4 lpos;
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if (spos.z < -shadow_clip.z)
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{
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lpos = shadow_matrix[3]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap3, lpos, 0.25);
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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 (spos.z < -shadow_clip.y)
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{
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lpos = shadow_matrix[2]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap2, lpos, 0.5);
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}
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else if (spos.z < -shadow_clip.x)
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{
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lpos = shadow_matrix[1]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap1, lpos, 0.75);
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}
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else
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{
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lpos = shadow_matrix[0]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap0, lpos, 1.0);
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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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//lpos.xy /= lpos.w*32.0;
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//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
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//{
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// shadow = 0.0;
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//}
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}
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}
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else
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{
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// more distant than the shadow map covers
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shadow = 1.0;
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}
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gl_FragColor[0] = shadow;
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gl_FragColor[1] = 1.0;
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spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
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//spotlight shadow 1
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vec4 lpos = shadow_matrix[4]*spos;
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gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
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//spotlight shadow 2
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lpos = shadow_matrix[5]*spos;
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gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
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//gl_FragColor.rgb = pos.xyz;
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//gl_FragColor.b = shadow;
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}
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