183 lines
4.6 KiB
GLSL
183 lines
4.6 KiB
GLSL
/**
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* @file alphaF.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 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 sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec4 vertex_color;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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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.xyz /= 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)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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float shadow = 0.0;
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vec4 pos = vec4(vary_position, 1.0);
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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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vec4 near_split = shadow_clip*-0.75;
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vec4 far_split = shadow_clip*-1.25;
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vec4 transition_domain = near_split-far_split;
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float weight = 0.0;
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if (spos.z < near_split.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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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos)*w;
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weight += w;
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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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if (spos.z < near_split.y && spos.z > far_split.z)
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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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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos)*w;
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weight += w;
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}
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if (spos.z < near_split.x && spos.z > far_split.y)
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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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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos)*w;
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weight += w;
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}
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if (spos.z > far_split.x)
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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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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos)*w;
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weight += w;
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}
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shadow /= weight;
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}
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else
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{
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shadow = 1.0;
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}
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.rgb += diff.rgb * vary_pointlight_col.rgb;
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frag_color = color;
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}
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