diff options
Diffstat (limited to 'linden/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rw-r--r-- | linden/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/linden/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/linden/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl new file mode 100644 index 0000000..d653408 --- /dev/null +++ b/linden/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | |||
@@ -0,0 +1,199 @@ | |||
1 | /** | ||
2 | * @file spotLightF.glsl | ||
3 | * | ||
4 | * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. | ||
5 | * $License$ | ||
6 | */ | ||
7 | |||
8 | #version 120 | ||
9 | |||
10 | #extension GL_ARB_texture_rectangle : enable | ||
11 | |||
12 | uniform sampler2DRect diffuseRect; | ||
13 | uniform sampler2DRect specularRect; | ||
14 | uniform sampler2DRect depthMap; | ||
15 | uniform sampler2DRect normalMap; | ||
16 | uniform samplerCube environmentMap; | ||
17 | uniform sampler2DRect lightMap; | ||
18 | uniform sampler2D noiseMap; | ||
19 | uniform sampler2D lightFunc; | ||
20 | uniform sampler2D projectionMap; | ||
21 | |||
22 | uniform mat4 proj_mat; //screen space to light space | ||
23 | uniform float proj_near; //near clip for projection | ||
24 | uniform vec3 proj_p; //plane projection is emitting from (in screen space) | ||
25 | uniform vec3 proj_n; | ||
26 | uniform float proj_focus; //distance from plane to begin blurring | ||
27 | uniform float proj_lod; //(number of mips in proj map) | ||
28 | uniform float proj_range; //range between near clip and far clip plane of projection | ||
29 | uniform float proj_ambiance; | ||
30 | uniform float near_clip; | ||
31 | uniform float far_clip; | ||
32 | |||
33 | uniform vec3 proj_origin; //origin of projection to be used for angular attenuation | ||
34 | uniform float sun_wash; | ||
35 | uniform int proj_shadow_idx; | ||
36 | uniform float shadow_fade; | ||
37 | |||
38 | varying vec4 vary_light; | ||
39 | |||
40 | varying vec4 vary_fragcoord; | ||
41 | uniform vec2 screen_res; | ||
42 | |||
43 | uniform mat4 inv_proj; | ||
44 | |||
45 | vec4 getPosition(vec2 pos_screen) | ||
46 | { | ||
47 | float depth = texture2DRect(depthMap, pos_screen.xy).a; | ||
48 | vec2 sc = pos_screen.xy*2.0; | ||
49 | sc /= screen_res; | ||
50 | sc -= vec2(1.0,1.0); | ||
51 | vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); | ||
52 | vec4 pos = inv_proj * ndc; | ||
53 | pos /= pos.w; | ||
54 | pos.w = 1.0; | ||
55 | return pos; | ||
56 | } | ||
57 | |||
58 | void main() | ||
59 | { | ||
60 | vec4 frag = vary_fragcoord; | ||
61 | frag.xyz /= frag.w; | ||
62 | frag.xyz = frag.xyz*0.5+0.5; | ||
63 | frag.xy *= screen_res; | ||
64 | |||
65 | float shadow = 1.0; | ||
66 | |||
67 | if (proj_shadow_idx >= 0) | ||
68 | { | ||
69 | vec4 shd = texture2DRect(lightMap, frag.xy); | ||
70 | float sh[2]; | ||
71 | sh[0] = shd.b; | ||
72 | sh[1] = shd.a; | ||
73 | shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); | ||
74 | } | ||
75 | |||
76 | vec3 pos = getPosition(frag.xy).xyz; | ||
77 | vec3 lv = vary_light.xyz-pos.xyz; | ||
78 | float dist2 = dot(lv,lv); | ||
79 | dist2 /= vary_light.w; | ||
80 | if (dist2 > 1.0) | ||
81 | { | ||
82 | discard; | ||
83 | } | ||
84 | |||
85 | vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; | ||
86 | |||
87 | norm = normalize(norm); | ||
88 | float l_dist = -dot(lv, proj_n); | ||
89 | |||
90 | vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); | ||
91 | if (proj_tc.z < 0.0) | ||
92 | { | ||
93 | discard; | ||
94 | } | ||
95 | |||
96 | proj_tc.xyz /= proj_tc.w; | ||
97 | |||
98 | float fa = gl_Color.a+1.0; | ||
99 | float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); | ||
100 | |||
101 | lv = proj_origin-pos.xyz; | ||
102 | lv = normalize(lv); | ||
103 | float da = dot(norm, lv); | ||
104 | |||
105 | vec3 col = vec3(0,0,0); | ||
106 | |||
107 | vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; | ||
108 | |||
109 | float noise = texture2D(noiseMap, frag.xy/128.0).b; | ||
110 | if (proj_tc.z > 0.0 && | ||
111 | proj_tc.x < 1.0 && | ||
112 | proj_tc.y < 1.0 && | ||
113 | proj_tc.x > 0.0 && | ||
114 | proj_tc.y > 0.0) | ||
115 | { | ||
116 | float lit = 0.0; | ||
117 | if (da > 0.0) | ||
118 | { | ||
119 | float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); | ||
120 | float lod = diff * proj_lod; | ||
121 | |||
122 | vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); | ||
123 | |||
124 | vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; | ||
125 | |||
126 | lit = da * dist_atten * noise; | ||
127 | |||
128 | col = lcol*lit*diff_tex*shadow; | ||
129 | } | ||
130 | |||
131 | float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); | ||
132 | float lod = diff * proj_lod; | ||
133 | vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); | ||
134 | //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); | ||
135 | float amb_da = proj_ambiance; | ||
136 | if (da > 0.0) | ||
137 | { | ||
138 | amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; | ||
139 | } | ||
140 | |||
141 | amb_da += (da*da*0.5+0.5)*proj_ambiance; | ||
142 | |||
143 | amb_da *= dist_atten * noise; | ||
144 | |||
145 | amb_da = min(amb_da, 1.0-lit); | ||
146 | |||
147 | col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; | ||
148 | } | ||
149 | |||
150 | |||
151 | vec4 spec = texture2DRect(specularRect, frag.xy); | ||
152 | if (spec.a > 0.0) | ||
153 | { | ||
154 | vec3 ref = reflect(normalize(pos), norm); | ||
155 | |||
156 | //project from point pos in direction ref to plane proj_p, proj_n | ||
157 | vec3 pdelta = proj_p-pos; | ||
158 | float ds = dot(ref, proj_n); | ||
159 | |||
160 | if (ds < 0.0) | ||
161 | { | ||
162 | vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; | ||
163 | |||
164 | vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; | ||
165 | |||
166 | if (stc.z > 0.0) | ||
167 | { | ||
168 | stc.xy /= stc.z+proj_near; | ||
169 | |||
170 | if (stc.x < 1.0 && | ||
171 | stc.y < 1.0 && | ||
172 | stc.x > 0.0 && | ||
173 | stc.y > 0.0) | ||
174 | { | ||
175 | vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); | ||
176 | col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; | ||
177 | } | ||
178 | } | ||
179 | } | ||
180 | } | ||
181 | |||
182 | /*if (spec.a > 0.0) | ||
183 | { | ||
184 | //vec3 ref = reflect(normalize(pos), norm); | ||
185 | float sa = dot(normalize(lv-normalize(pos)),norm);; | ||
186 | //sa = max(sa, 0.0); | ||
187 | //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); | ||
188 | sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); | ||
189 | sa *= noise; | ||
190 | col += da*sa*lcol*spec.rgb; | ||
191 | }*/ | ||
192 | |||
193 | //attenuate point light contribution by SSAO component | ||
194 | col *= texture2DRect(lightMap, frag.xy).g; | ||
195 | |||
196 | |||
197 | gl_FragColor.rgb = col; | ||
198 | gl_FragColor.a = 0.0; | ||
199 | } | ||