150 lines
3.2 KiB
GLSL
150 lines
3.2 KiB
GLSL
/**
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* @file fullbrightF.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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#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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#if !HAS_DIFFUSE_LOOKUP
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uniform sampler2D diffuseMap;
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#endif
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VARYING vec3 vary_position;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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vec3 fullbrightAtmosTransportDeferred(vec3 light)
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{
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return light;
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}
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vec3 fullbrightScaleSoftClipDeferred(vec3 light)
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{
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//soft clip effect:
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return light;
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}
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha;
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#endif
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#ifdef WATER_FOG
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uniform vec4 waterPlane;
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uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
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{
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//normalize view vector
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vec3 view = normalize(pos);
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float es = -(dot(view, waterPlane.xyz));
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//find intersection point with water plane and eye vector
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//get eye depth
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float e0 = max(-waterPlane.w, 0.0);
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vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
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//get object depth
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float depth = length(pos - int_v);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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float F = 0.98;
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float t1 = -kd * pow(F, ks * e0);
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float t2 = kd + ks * es;
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float t3 = pow(F, t2*l) - 1.0;
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float L = min(t1/t2*t3, 1.0);
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float D = pow(0.98, l*kd);
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color.rgb = color.rgb * D + kc.rgb * L;
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color.a = kc.a + color.a;
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return color;
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}
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#endif
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void main()
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{
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#if HAS_DIFFUSE_LOOKUP
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
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#endif
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float final_alpha = color.a * vertex_color.a;
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#ifdef HAS_ALPHA_MASK
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if (color.a < minimum_alpha)
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{
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discard;
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}
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#endif
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color.rgb *= vertex_color.rgb;
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color.rgb = srgb_to_linear(color.rgb);
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color.rgb = fullbrightAtmosTransportDeferred(color.rgb);
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color.rgb = fullbrightScaleSoftClipDeferred(color.rgb);
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color.rgb = linear_to_srgb(color.rgb);
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#ifdef WATER_FOG
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vec3 pos = vary_position;
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vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
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color.rgb = fogged.rgb;
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#ifndef HAS_ALPHA_MASK
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color.a = fogged.a;
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#endif
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#else
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#ifndef HAS_ALPHA_MASK
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color.a = final_alpha;
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#endif
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#endif
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#ifdef HAS_ALPHA_MASK
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color.a = 0.0;
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#endif
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frag_color.rgb = color.rgb;
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frag_color.a = color.a;
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}
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