softenLightF.glsl
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上传日期:2021-03-01
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- /**
- * @file softenLightF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect diffuseRect;
- uniform sampler2DRect specularRect;
- uniform sampler2DRect positionMap;
- uniform sampler2DRect normalMap;
- uniform sampler2DRect depthMap;
- uniform sampler2D noiseMap;
- uniform samplerCube environmentMap;
- uniform sampler2D lightFunc;
- uniform float blur_size;
- uniform float blur_fidelity;
- // Inputs
- uniform vec4 morphFactor;
- uniform vec3 camPosLocal;
- //uniform vec4 camPosWorld;
- uniform vec4 gamma;
- uniform vec4 lightnorm;
- uniform vec4 sunlight_color;
- uniform vec4 ambient;
- uniform vec4 blue_horizon;
- uniform vec4 blue_density;
- uniform vec4 haze_horizon;
- uniform vec4 haze_density;
- uniform vec4 cloud_shadow;
- uniform vec4 density_multiplier;
- uniform vec4 distance_multiplier;
- uniform vec4 max_y;
- uniform vec4 glow;
- uniform float scene_light_strength;
- uniform vec3 env_mat[3];
- //uniform mat4 shadow_matrix[3];
- //uniform vec4 shadow_clip;
- //uniform mat3 ssao_effect_mat;
- varying vec4 vary_light;
- varying vec2 vary_fragcoord;
- vec3 vary_PositionEye;
- vec3 vary_SunlitColor;
- vec3 vary_AmblitColor;
- vec3 vary_AdditiveColor;
- vec3 vary_AtmosAttenuation;
- uniform mat4 inv_proj;
- uniform vec2 screen_res;
- vec4 getPosition(vec2 pos_screen)
- { //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- 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;
- }
- vec3 getPositionEye()
- {
- return vary_PositionEye;
- }
- vec3 getSunlitColor()
- {
- return vary_SunlitColor;
- }
- vec3 getAmblitColor()
- {
- return vary_AmblitColor;
- }
- vec3 getAdditiveColor()
- {
- return vary_AdditiveColor;
- }
- vec3 getAtmosAttenuation()
- {
- return vary_AtmosAttenuation;
- }
- void setPositionEye(vec3 v)
- {
- vary_PositionEye = v;
- }
- void setSunlitColor(vec3 v)
- {
- vary_SunlitColor = v;
- }
- void setAmblitColor(vec3 v)
- {
- vary_AmblitColor = v;
- }
- void setAdditiveColor(vec3 v)
- {
- vary_AdditiveColor = v;
- }
- void setAtmosAttenuation(vec3 v)
- {
- vary_AtmosAttenuation = v;
- }
- void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
- vec3 tmpLightnorm = lightnorm.xyz;
- vec3 Pn = normalize(P);
- float Plen = length(P);
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
- }
- vec3 atmosLighting(vec3 light)
- {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
- }
- vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
- }
- vec3 atmosGetDiffuseSunlightColor()
- {
- return getSunlitColor();
- }
- vec3 scaleDownLight(vec3 light)
- {
- return (light / scene_light_strength );
- }
- vec3 scaleUpLight(vec3 light)
- {
- return (light * scene_light_strength);
- }
- vec3 atmosAmbient(vec3 light)
- {
- return getAmblitColor() + light / 2.0;
- }
- vec3 atmosAffectDirectionalLight(float lightIntensity)
- {
- return getSunlitColor() * lightIntensity;
- }
- vec3 scaleSoftClip(vec3 light)
- {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
- return light;
- }
- void main()
- {
- vec2 tc = vary_fragcoord.xy;
- vec3 pos = getPosition(tc).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- calcAtmospherics(pos.xyz, 0.0);
-
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0)
- {
- vec3 ref = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(ref, vary_light.xyz);
- col.rgb += vary_SunlitColor*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
- }