Files
SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
2014-05-14 03:30:02 -05:00

626 lines
14 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
#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
//uniform float display_gamma;
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 vec3 sun_dir;
#if HAS_SHADOW
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
//uniform sampler2D noiseMap; //Random dither.
uniform vec2 shadow_res;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float shadow_bias;
#endif
#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
#ifdef IS_AVATAR_SKIN
uniform float minimum_alpha;
#endif
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
vec3 vary_PositionEye;
vec3 vary_SunlitColor;
vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
bvec3 lte = lessThanEqual(cs,vec3(0.04045));
#ifdef OLD_SELECT
vec3 result;
result.r = lte.r ? low_range.r : high_range.r;
result.g = lte.g ? low_range.g : high_range.g;
result.b = lte.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lte);
#endif
}
vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
bvec3 lt = lessThan(cl,vec3(0.0031308));
#ifdef OLD_SELECT
vec3 result;
result.r = lt.r ? low_range.r : high_range.r;
result.g = lt.g ? low_range.g : high_range.g;
result.b = lt.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lt);
#endif
}
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
a = pow(a, 1.0/1.3);
return vec3(a,a,a);
}
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
float da = 1.0;
vec3 col = vec3(0);
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten,0.0);
col = light_col * lit * diffuse;
// no spec for alpha shader...
}
return max(col, vec3(0.0,0.0,0.0));
}
#if HAS_SHADOW
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
//stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x); //Random dither.
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
}
#endif
#ifdef WATER_FOG
uniform vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
{
//normalize view vector
vec3 view = normalize(pos);
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
float depth = length(pos - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
float kd = waterFogDensity;
float ks = waterFogKS;
vec4 kc = waterFogColor;
float F = 0.98;
float t1 = -kd * pow(F, ks * e0);
float t2 = kd + ks * es;
float t3 = pow(F, t2*l) - 1.0;
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
color.a = kc.a + color.a;
return color;
}
#endif
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) {
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;
//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 / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
}
vec3 scaleUpLight(vec3 light)
{
return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
}
vec3 atmosAmbient(vec3 light)
{
return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
}
vec3 scaleSoftClip(vec3 light)
{
//soft clip effect:
vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
vec3 ones = vec3(1.0f, 1.0f, 1.0f);
light = ones - clamp(light, zeroes, ones);
light = ones - pow(light, gamma.xxx);
return light;
}
vec3 fullbrightAtmosTransport(vec3 light) {
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
}
vec3 fullbrightScaleSoftClip(vec3 light)
{
//soft clip effect:
return light;
}
void main()
{
#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef USE_VERTEX_COLOR
float final_alpha = diff.a * vertex_color.a;
diff.rgb *= vertex_color.rgb;
#else
float final_alpha = diff.a;
#endif
#ifdef IS_AVATAR_SKIN
if(final_alpha < minimum_alpha)
{
discard;
}
#endif
/*#ifdef FOR_IMPOSTOR
// Insure we don't pollute depth with invis pixels in impostor rendering
//
if (final_alpha < 0.01)
{
discard;
}
#endif*/
//Always do this.
if (final_alpha < 0.004)
{
discard;
}
vec4 pos = vec4(vary_position, 1.0);
float shadow = 1.0;
#if HAS_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec4 spos = pos;
if (spos.z > -shadow_clip.w)
{
shadow = 0.0;
vec4 lpos;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
vec4 transition_domain = near_split-far_split;
float weight = 0.0;
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
weight += w;
}
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
weight += w;
}
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
weight += w;
}
shadow /= weight;
}
else
{
shadow = 1.0;
}
#endif
#ifdef FOR_IMPOSTOR
vec4 color = vec4(diff.rgb,final_alpha); //Impostor needs alpha.
#else
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);
vec3 norm = vary_norm;
calcAtmospherics(pos.xyz);
vec2 abnormal = encode_normal(norm.xyz);
norm.xyz = decode_normal(abnormal.xy);
float da = dot(norm.xyz, sun_dir.xyz);
float final_da = da;
final_da = min(final_da, shadow);
final_da = max(final_da, 0.0f);
final_da = min(final_da, 1.0f);
final_da = pow(final_da, 1.0/1.3);
vec4 color = vec4(getAmblitColor(),final_alpha);
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
color.rgb *= ambient;
color.rgb += atmosAffectDirectionalLight(final_da);
color.rgb *= gamma_diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
vec4 light = vec4(0,0,0,0);
color.rgb = srgb_to_linear(color.rgb);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
// keep it linear
//
color.rgb += light.rgb;
// straight to display gamma, we're post-deferred
//
color.rgb = linear_to_srgb(color.rgb);
#ifdef WATER_FOG
color = applyWaterFogDeferred(pos.xyz, color);
#endif
#endif
frag_color = color;
}