Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
250 lines
6.8 KiB
GLSL
250 lines
6.8 KiB
GLSL
/**
|
|
* @file sunLightSSAOF.glsl
|
|
*
|
|
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
|
* $License$
|
|
*/
|
|
|
|
|
|
|
|
#extension GL_ARB_texture_rectangle : enable
|
|
|
|
//class 2 -- shadows and SSAO
|
|
|
|
uniform sampler2DRect depthMap;
|
|
uniform sampler2DRect normalMap;
|
|
uniform sampler2DRectShadow shadowMap0;
|
|
uniform sampler2DRectShadow shadowMap1;
|
|
uniform sampler2DRectShadow shadowMap2;
|
|
uniform sampler2DRectShadow shadowMap3;
|
|
uniform sampler2DShadow shadowMap4;
|
|
uniform sampler2DShadow shadowMap5;
|
|
uniform sampler2D noiseMap;
|
|
|
|
// Inputs
|
|
uniform mat4 shadow_matrix[6];
|
|
uniform vec4 shadow_clip;
|
|
uniform float ssao_radius;
|
|
uniform float ssao_max_radius;
|
|
uniform float ssao_factor;
|
|
uniform float ssao_factor_inv;
|
|
|
|
varying vec2 vary_fragcoord;
|
|
varying vec4 vary_light;
|
|
|
|
uniform mat4 inv_proj;
|
|
uniform vec2 screen_res;
|
|
uniform vec2 shadow_res;
|
|
uniform vec2 proj_shadow_res;
|
|
|
|
uniform float shadow_bias;
|
|
uniform float shadow_offset;
|
|
|
|
uniform float spot_shadow_bias;
|
|
uniform float spot_shadow_offset;
|
|
|
|
vec4 getPosition(vec2 pos_screen)
|
|
{
|
|
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
|
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 /= pos.w;
|
|
pos.w = 1.0;
|
|
return pos;
|
|
}
|
|
|
|
//calculate decreases in ambient lighting when crowded out (SSAO)
|
|
float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
|
{
|
|
float ret = 1.0;
|
|
|
|
vec2 kern[8];
|
|
// exponentially (^2) distant occlusion samples spread around origin
|
|
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
|
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
|
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
|
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
|
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
|
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
|
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
|
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
|
|
|
vec2 pos_screen = vary_fragcoord.xy;
|
|
vec3 pos_world = pos.xyz;
|
|
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
|
|
|
float angle_hidden = 0.0;
|
|
int points = 0;
|
|
|
|
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
|
|
|
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
|
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
|
|
|
vec3 diff = pos_world - samppos_world;
|
|
float dist2 = dot(diff, diff);
|
|
|
|
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
|
// --> solid angle shrinking by the square of distance
|
|
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
|
//(k should vary inversely with # of samples, but this is taken care of later)
|
|
|
|
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
|
|
|
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
|
points = points + int(diff.z > -1.0);
|
|
}
|
|
|
|
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
|
|
|
ret = (1.0 - (float(points != 0) * angle_hidden));
|
|
|
|
return min(ret, 1.0);
|
|
}
|
|
|
|
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
|
{
|
|
stc.xyz /= stc.w;
|
|
stc.z += shadow_bias*scl;
|
|
|
|
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
|
float shadow = cs;
|
|
|
|
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
|
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
|
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
|
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
|
|
|
return shadow/5.0;
|
|
|
|
//return shadow;
|
|
}
|
|
|
|
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
|
{
|
|
stc.xyz /= stc.w;
|
|
stc.z += spot_shadow_bias*scl;
|
|
|
|
float cs = shadow2D(shadowMap, stc.xyz).x;
|
|
float shadow = cs;
|
|
|
|
vec2 off = 1.5/proj_shadow_res;
|
|
|
|
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
|
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
|
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
|
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
|
|
|
|
|
return shadow/5.0;
|
|
|
|
//return shadow;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 pos_screen = vary_fragcoord.xy;
|
|
|
|
//try doing an unproject here
|
|
|
|
vec4 pos = getPosition(pos_screen);
|
|
|
|
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
|
|
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
|
float displace = nmap4.w;
|
|
vec3 norm = nmap4.xyz;
|
|
|
|
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
|
|
{
|
|
gl_FragColor = vec4(0.0); // doesn't matter
|
|
return;
|
|
}*/
|
|
|
|
float shadow = 1.0;
|
|
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
|
|
|
vec3 shadow_pos = pos.xyz + displace*norm;
|
|
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
|
|
|
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
|
|
|
if (spos.z > -shadow_clip.w)
|
|
{
|
|
if (dp_directional_light == 0.0)
|
|
{
|
|
// 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
|
|
shadow = 0.0;
|
|
}
|
|
else
|
|
{
|
|
vec4 lpos;
|
|
|
|
if (spos.z < -shadow_clip.z)
|
|
{
|
|
lpos = shadow_matrix[3]*spos;
|
|
lpos.xy *= shadow_res;
|
|
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
|
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, 0.5);
|
|
}
|
|
else if (spos.z < -shadow_clip.x)
|
|
{
|
|
lpos = shadow_matrix[1]*spos;
|
|
lpos.xy *= shadow_res;
|
|
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
|
}
|
|
else
|
|
{
|
|
lpos = shadow_matrix[0]*spos;
|
|
lpos.xy *= shadow_res;
|
|
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
|
}
|
|
|
|
// take the most-shadowed value out of these two:
|
|
// * the blurred sun shadow in the light (shadow) map
|
|
// * an unblurred dot product between the sun and this norm
|
|
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
|
shadow = min(shadow, dp_directional_light);
|
|
|
|
//lpos.xy /= lpos.w*32.0;
|
|
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
|
|
//{
|
|
// shadow = 0.0;
|
|
//}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// more distant than the shadow map covers
|
|
shadow = 1.0;
|
|
}
|
|
|
|
gl_FragColor[0] = shadow;
|
|
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
|
|
|
|
spos.xyz = shadow_pos+norm*spot_shadow_offset;
|
|
|
|
//spotlight shadow 1
|
|
vec4 lpos = shadow_matrix[4]*spos;
|
|
gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
|
|
|
|
//spotlight shadow 2
|
|
lpos = shadow_matrix[5]*spos;
|
|
gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
|
|
|
|
//gl_FragColor.rgb = pos.xyz;
|
|
//gl_FragColor.b = shadow;
|
|
}
|