Conflicts: indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl indra/newview/app_settings/shaders/class1/deferred/giF.glsl indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
157 lines
3.5 KiB
GLSL
157 lines
3.5 KiB
GLSL
/**
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* @file pointLightF.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 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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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 samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform sampler2DRect depthMap;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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uniform vec3 color;
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uniform float falloff;
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uniform float size;
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VARYING vec4 vary_fragcoord;
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VARYING vec3 trans_center;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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uniform vec4 viewport;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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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-viewport.xy)*2.0;
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sc /= viewport.zw;
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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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void main()
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{
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vec4 frag = vary_fragcoord;
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frag.xyz /= frag.w;
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frag.xyz = frag.xyz*0.5+0.5;
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = trans_center.xyz-pos;
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float dist = length(lv);
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dist /= size;
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if (dist > 1.0)
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{
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discard;
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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norm = decode_normal(norm.xy); // unpack norm
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float da = dot(norm, lv);
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if (da < 0.0)
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{
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discard;
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}
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norm = normalize(norm);
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lv = normalize(lv);
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da = dot(norm, lv);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
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float fa = falloff+1.0;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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float lit = da * dist_atten * noise;
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col = color.rgb*lit*col;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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if (spec.a > 0.0)
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{
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lit = min(da*6.0, 1.0) * dist_atten;
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vec3 npos = -normalize(pos);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += lit*scol*color.rgb*spec.rgb;
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}
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}
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if (dot(col, col) <= 0.0)
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{
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discard;
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}
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frag_color.rgb = col;
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frag_color.a = 0.0;
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}
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