openspades/Resources/Shaders/Shadow/MapRadiosity.fs

105 lines
3.2 KiB
GLSL

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
/**** CPU RADIOSITY (FASTER?) *****/
uniform sampler3D ambientShadowTexture;
uniform sampler3D radiosityTextureFlat;
uniform sampler3D radiosityTextureX;
uniform sampler3D radiosityTextureY;
uniform sampler3D radiosityTextureZ;
varying vec3 radiosityTextureCoord;
varying vec3 ambientShadowTextureCoord;
varying vec3 normalVarying;
uniform vec3 ambientColor;
uniform vec3 fogColor;
vec3 DecodeRadiosityValue(vec3 val){
// reverse bias
val *= 1023. / 1022.;
val = (val * 2.) - 1.;
return val;
}
vec3 Radiosity_Map(float detailAmbientOcclusion, float ssao) {
vec3 col = DecodeRadiosityValue
(texture3D(radiosityTextureFlat,
radiosityTextureCoord).xyz);
vec3 normal = normalize(normalVarying);
col += normal.x * DecodeRadiosityValue
(texture3D(radiosityTextureX,
radiosityTextureCoord).xyz);
col += normal.y * DecodeRadiosityValue
(texture3D(radiosityTextureY,
radiosityTextureCoord).xyz);
col += normal.z * DecodeRadiosityValue
(texture3D(radiosityTextureZ,
radiosityTextureCoord).xyz);
col = max(col, 0.);
col *= 1.5 * ssao;
detailAmbientOcclusion *= ssao;
// ambient occlusion
vec2 ambTexVal = texture3D(ambientShadowTexture, ambientShadowTextureCoord).xy;
float amb = ambTexVal.x / max(ambTexVal.y, 0.25);
amb = max(amb, 0.); // for some reason, mainTexture value becomes negative
// mix ambient occlusion values generated by two different methods somehow
amb = mix(sqrt(amb * detailAmbientOcclusion), min(amb, detailAmbientOcclusion), 0.5);
amb *= .8 - normalVarying.z * .2;
col += amb * ambientColor;
return col;
}
vec3 BlurredReflection_Map(float detailAmbientOcclusion, vec3 direction, float ssao) {
vec3 col = DecodeRadiosityValue
(texture3D(radiosityTextureFlat,
radiosityTextureCoord).xyz);
vec3 normal = normalize(normalVarying);
col += normal.x * DecodeRadiosityValue
(texture3D(radiosityTextureX,
radiosityTextureCoord).xyz);
col += normal.y * DecodeRadiosityValue
(texture3D(radiosityTextureY,
radiosityTextureCoord).xyz);
col += normal.z * DecodeRadiosityValue
(texture3D(radiosityTextureZ,
radiosityTextureCoord).xyz);
col = max(col, 0.);
col *= 1.5 * ssao;
detailAmbientOcclusion *= ssao;
// ambient occlusion
float amb = texture3D(ambientShadowTexture, ambientShadowTextureCoord).x;
amb = max(amb, 0.); // for some reason, mainTexture value becomes negative
amb *= amb; // darken
// mix ambient occlusion values generated by two different methods somehow
amb = mix(sqrt(amb * detailAmbientOcclusion), min(amb, detailAmbientOcclusion), 0.5);
amb *= .8 - normalVarying.z * .2;
return col + fogColor * amb;
}