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lightaccumulate/fragment.glsl shader
06-06-2010, 12:10 PM,
#1
lightaccumulate/fragment.glsl shader
win7 x64, gf 8600. code rev 2780, data rev.579

stdout:
INFO: Starting VDrift: 2010-02-07-full, Version: , O/S: Windows
INFO: Home directory: C:\Users\nomoo
INFO: Settings file: C:\Users\nomoo\My Documents\My Games\VDrift/VDrift.config
INFO: Data directory: data
INFO: Log file: C:\Users\nomoo\My Documents\My Games\VDrift/log.txt
INFO: SDL initialization successful
INFO: Automatictally setting depth buffer to 24-bit because shadows are enabled
INFO: SDL video query was successful
INFO: Enabling antialiasing: 4X
INFO: Display change was successful: 800x600x32 24z fullscreen=0
INFO: Video card information:
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
Version: 3.2.0
Maximum texture size: 8192
Maximum varying floats: 60
Using GLEW 1.5.4
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Texture units: 4 full, 32 partial
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package logluminance
INFO: Loaded shader package logluminance, variant logluminance_tiny
INFO: Loaded shader package tonemap
INFO: Loaded shader package gbufferfill
INFO: Loaded shader package gbufferfill, variant gbufferfillcar
INFO: ----- Start Shader Compile Log for data/shaders/lightaccumulate/fragment.glsl -----
INFO: 0(119) : error C1038: declaration of "refmapdir" conflicts with previous declaration at 0(117)

INFO: ----- End Shader Compile Log -----
INFO: ----- Start Shader Link Log for data/shaders/lightaccumulate/vertex.glsl and data/shaders/lightaccumulate/fragment.glsl -----
INFO: Fragment info
-------------
0(119) : error C1038: declaration of "refmapdir" conflicts with previous declaration at 0(117)

INFO: ----- End Shader Link Log -----
INFO: Maximum anisotropy: 16
INFO: 0 joysticks found.
INFO: Loading car controls from: C:\Users\nomoo\My Documents\My Games\VDrift/controls.config
INFO: Sound initialization information:
INFO: Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 2048
Size: 8192
Sound initialization successful
INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
INFO: Shutting down...
INFO: Exiting


stderr:
ERROR: Shader compilation failure: data/shaders/lightaccumulate/vertex.glsl and data/shaders/lightaccumulate/fragment.glsl
ERROR:
ERROR: Vertex shader:
ERROR: 1 : #version 120
ERROR: 2 : #define _INITIAL_
ERROR: 3 : #define _SHADOWSMEDIUM_
ERROR: 4 : #define _CSM2_
ERROR: 5 : #define _SHADOWS_
ERROR: 6 : #define _REFLECTIONDYNAMIC_
ERROR: 7 : #define SCREENRESY 600
ERROR: 8 : #define SCREENRESX 800
ERROR: 9 : varying vec2 tu0coord;
ERROR: 10 : varying vec3 eyespace_view_direction;
ERROR: 11 :
ERROR: 12 : void main()
ERROR: 13 : {
ERROR: 14 : // Transforming the vertex
ERROR: 15 : vec4 pos = gl_ModelViewMatrix * gl_Vertex;
ERROR: 16 : gl_Position = gl_ProjectionMatrix * pos;
ERROR: 17 : vec3 pos3 = pos.xyz;
ERROR: 18 : eyespace_view_direction = pos3;
ERROR: 19 :
ERROR: 20 : #ifdef _INITIAL_
ERROR: 21 : eyespace_view_direction = vec3(gl_MultiTexCoord1);
ERROR: 22 : #endif
ERROR: 23 :
ERROR: 24 : tu0coord = vec2(gl_MultiTexCoord0);
ERROR: 25 :
ERROR: 26 : gl_FrontColor = gl_Color;
ERROR: 27 : }
ERROR: 28 :
ERROR:
ERROR: Fragment shader:
ERROR: 1 : #version 120
ERROR: 2 : #define _INITIAL_
ERROR: 3 : #define _SHADOWSMEDIUM_
ERROR: 4 : #define _CSM2_
ERROR: 5 : #define _SHADOWS_
ERROR: 6 : #define _REFLECTIONDYNAMIC_
ERROR: 7 : #define SCREENRESY 600
ERROR: 8 : #define SCREENRESX 800
ERROR: 9 : varying vec2 tu0coord;
ERROR: 10 : varying vec3 eyespace_view_direction;
ERROR: 11 :
ERROR: 12 : uniform sampler2D tu0_2D;
ERROR: 13 : uniform sampler2D tu1_2D;
ERROR: 14 : uniform sampler2D tu2_2D;
ERROR: 15 : uniform sampler2D tu3_2D;
ERROR: 16 :
ERROR: 17 : #ifndef _REFLECTIONDISABLED_
ERROR: 18 : uniform samplerCube tu4_cube; //reflection map
ERROR: 19 : #endif
ERROR: 20 :
ERROR: 21 : // shadowed directional light
ERROR: 22 : uniform vec3 directlight_eyespace_direction;
ERROR: 23 :
ERROR: 24 : float unpackFloatFromVec2i(const vec2 value)
ERROR: 25 : {
ERROR: 26 : const vec2 unpack_constants = vec2(1.0/256.0, 1.0);
ERROR: 27 : return dot(unpack_constants,value);
ERROR: 28 : }
ERROR: 29 :
ERROR: 30 : vec3 sphericalToXYZ(const vec2 spherical)
ERROR: 31 : {
ERROR: 32 : vec3 xyz;
ERROR: 33 : float theta = spherical.x*3.14159265358979323846;
ERROR: 34 : vec2 sincosTheta = vec2(sin(theta),cos(theta));
ERROR: 35 : vec2 sincosPhi = vec2(sqrt(1.0-spherical.y*spherical.y), spherical.y);
ERROR: 36 : xyz.x = sincosTheta.y*sincosPhi.x;
ERROR: 37 : xyz.y = sincosTheta.x*sincosPhi.x;
ERROR: 38 : xyz.z = spherical.y;
ERROR: 39 : return xyz;
ERROR: 40 : }
ERROR: 41 :
ERROR: 42 : #define GAMMA 2.2
ERROR: 43 : vec3 UnGammaCorrect(vec3 color)
ERROR: 44 : {
ERROR: 45 : return pow(color, vec3(1.0/GAMMA,1.0/GAMMA,1.0/GAMMA));
ERROR: 46 : }
ERROR: 47 : vec3 GammaCorrect(vec3 color)
ERROR: 48 : {
ERROR: 49 : return pow(color, vec3(GAMMA,GAMMA,GAMMA));
ERROR: 50 : }
ERROR: 51 : #undef GAMMA
ERROR: 52 :
ERROR: 53 : #define PI 3.14159265
ERROR: 54 :
ERROR: 55 : float cos_clamped(const vec3 V1, const vec3 V2)
ERROR: 56 : {
ERROR: 57 : return max(0.0,dot(V1,V2));
ERROR: 58 : }
ERROR: 59 :
ERROR: 60 : vec3 CommonBRDF(const vec3 brdf, const vec3 E_l, const float omega_i)
ERROR: 61 : {
ERROR: 62 : return brdf * E_l * omega_i;
ERROR: 63 : }
ERROR: 64 :
ERROR: 65 : vec3 FresnelEquation(const vec3 Rf0, const float omega_i)
ERROR: 66 : {
ERROR: 67 : return Rf0 + (vec3(1.,1.,1.)-Rf0)*pow(1.0-omega_i,5.0);
ERROR: 68 : }
ERROR: 69 :
ERROR: 70 : // equation 7.49, Real-Time Rendering (third edition) by Akenine-Moller, Haines, Hoffman
ERROR: 71 : vec3 RealTimeRenderingBRDF(const vec3 cdiff, const float m, const vec3 Rf0, const float alpha_h, const float omega_h)
ERROR: 72 : {
ERROR: 73 : return cdiff/PI + ((m+8.0)/(8.0*PI))*FresnelEquation(Rf0,alpha_h)*pow(omega_h,m);
ERROR: 74 : }
ERROR: 75 :
ERROR: 76 : void main()
ERROR: 77 : {
ERROR: 78 : vec2 screen = vec2(SCREENRESX,SCREENRESY);
ERROR: 79 : vec2 screencoord = gl_FragCoord.xy/screen;
ERROR: 80 :
ERROR: 81 : // retrieve g-buffer
ERROR: 82 : float gbuf_depth = texture2D(tu3_2D, screencoord).r;
ERROR: 83 :
ERROR: 84 : // early discard
ERROR: 85 : if (gbuf_depth == 1) discard;
ERROR: 86 :
ERROR: 87 : vec4 gbuf_material_properties = texture2D(tu0_2D, screencoord);
ERROR: 88 : vec4 gbuf_normal_xy = texture2D(tu1_2D, screencoord);
ERROR: 89 : vec4 gbuf_diffuse_albedo = texture2D(tu2_2D, screencoord);
ERROR: 90 :
ERROR: 91 : // decode g-buffer
ERROR: 92 : vec3 cdiff = GammaCorrect(gbuf_diffuse_albedo.rgb); //diffuse reflectance
ERROR: 93 : float notshadow = gbuf_diffuse_albedo.a; //direct light occlusion multiplier
ERROR: 94 : vec3 Rf0 = GammaCorrect(gbuf_material_properties.rgb); //fresnel reflectance value at zero degrees
ERROR: 95 : float m = gbuf_material_properties.a*256.0+1.0; //micro-scale roughness
ERROR: 96 : float mpercent = gbuf_material_properties.a;
ERROR: 97 : vec2 normal_spherical = vec2(unpackFloatFromVec2i(gbuf_normal_xy.xy),unpackFloatFromVec2i(gbuf_normal_xy.zw))*2.0-vec2(1.0,1.0);
ERROR: 98 : vec3 normal = sphericalToXYZ(normal_spherical);
ERROR: 99 :
ERROR: 100 : // determine view vector
ERROR: 101 : vec3 V = normalize(-eyespace_view_direction);
ERROR: 102 :
ERROR: 103 : // determine half vector
ERROR: 104 : vec3 H = normalize(V+directlight_eyespace_direction);
ERROR: 105 :
ERROR: 106 : float alpha_h = dot(V,H); //cosine of angle between half vector and view direction
ERROR: 107 : float omega_h = cos_clamped(H,normal); //clamped cosine of angle between half vector and normal
ERROR: 108 :
ERROR: 109 : vec4 final = vec4(0.0,0.0,0.0,1.0);
ERROR: 110 :
ERROR: 111 : #ifdef _INITIAL_
ERROR: 112 : // determine reflection vector and lookup into reflection texture
ERROR: 113 : vec3 R = reflect(-V,normal);
ERROR: 114 : vec3 reflection = vec3(0,0,0);
ERROR: 115 : vec3 ambient = vec3(0.5,0.5,0.5);
ERROR: 116 : float ambient_reflection_lod = 5;
ERROR: 117 : vec3 refmapdir = R;
ERROR: 118 : #ifdef _REFLECTIONDYNAMIC_
ERROR: 119 : vec3 refmapdir = vec3(-R.z, R.x, -R.y);
ERROR: 120 : #endif
ERROR: 121 :
ERROR: 122 : #ifndef _REFLECTIONDISABLED_
ERROR: 123 : reflection = GammaCorrect(textureCubeLod(tu4_cube, R, mix(ambient_reflection_lod,0.0,mpercent)).rgb);
ERROR: 124 : ambient = GammaCorrect(textureCubeLod(tu4_cube, normal, ambient_reflection_lod).rgb);
ERROR: 125 : #endif
ERROR: 126 :
ERROR: 127 : const float reflectionstrength = 0.5;
ERROR: 128 :
ERROR: 129 : // add reflection light
ERROR: 130 : final.rgb += FresnelEquation(vec3(0,0,0),cos_clamped(V,normal))*Rf0*reflection*reflectionstrength;
ERROR: 131 :
ERROR: 132 : const float ambientstrength = 0.7;
ERROR: 133 :
ERROR: 134 : // add ambient light
ERROR: 135 : final.rgb += ambient*cdiff*ambientstrength;
ERROR: 136 :
ERROR: 137 : // generate parameters for directional light
ERROR: 138 : const float sunstrength = 2.0;
ERROR: 139 : vec3 E_l = vec3(1,1,0.8)*notshadow*sunstrength; //incoming light intensity/color
ERROR: 140 : float omega_i = cos_clamped(directlight_eyespace_direction,normal); //clamped cosine of angle between incoming light direction and surface normal
ERROR: 141 : #endif
ERROR: 142 :
ERROR: 143 : #ifdef _OMNI_
ERROR: 144 : float eyespace_z = gl_ProjectionMatrix[3].z / (gbuf_depth * -2.0 + 1.0 - gl_ProjectionMatrix[2].z); //http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=277938
ERROR: 145 : vec3 gbuf_eyespace_pos = vec3(eyespace_view_direction.xy/eyespace_view_direction.z*eyespace_z,eyespace_z); //http://lumina.sourceforge.net/Tutorials/Deferred_shading/Point_light.html
ERROR: 146 : vec3 light_center = gl_ModelViewMatrix[3].xyz;
ERROR: 147 : float attenuation_radius = 1.0;
ERROR: 148 : float falloff_radius = 1.0;
ERROR: 149 : float dist = max(0.01,distance(gbuf_eyespace_pos,light_center));
ERROR: 150 : float attenuation = max(0.0,(-dist/falloff_radius+1.0)*attenuation_radius/dist);
ERROR: 151 : vec3 E_l = gl_Color.rgb*attenuation;
ERROR: 152 : vec3 light_direction = -normalize(gbuf_eyespace_pos - light_center);
ERROR: 153 : float omega_i = cos_clamped(light_direction,normal); //clamped cosine of angle between incoming light direction and surface normal
ERROR: 154 : #endif
ERROR: 155 :
ERROR: 156 : // add source light
ERROR: 157 : final.rgb += CommonBRDF(RealTimeRenderingBRDF(cdiff, m, Rf0, alpha_h, omega_h),E_l,omega_i);
ERROR: 158 :
ERROR: 159 : gl_FragColor = final;
ERROR: 160 : }
ERROR: 161 :
ERROR:
ERROR: Disabling shaders due to shader loading error
Reply
06-06-2010, 01:06 PM,
#2
 
Oops. I hadn't added back support for dynamic reflections yet and so I hadn't run with the setting on and didn't hit that error. Should be fixed now (and dynamic reflections reimplemented) in latest code + data.
Reply
06-06-2010, 02:00 PM,
#3
 
cool, thanks for fast reaction Smile
here is a screenshot for the lastest svn:
[Image: shot001.jpg]

Stoplights are almost awesome but strange black pixels appeared when i hit the brake. Also when dynamic reflections are on, trees' background is not transparent.
Reply
06-06-2010, 05:58 PM,
#4
 
The brake light black pixel problem should be fixed. I couldn't reproduce the tree problem, so if you still see it, post a screenshot and let me know which track you see the problem on.
Reply
06-07-2010, 01:13 PM,
#5
 
everything is good with trees, now, another car and another track. TC6,road atlanta and strange reflections:
[Image: shot002.png]
Reply
06-07-2010, 10:42 PM,
#6
 
Hmm, good catch, it seems that the instrument cluster panel's normal points directly at the camera in the TC6, and that was exposing a bug in the packing function. See if the latest data rev fixes that for you.
Reply
06-08-2010, 02:43 AM,
#7
 
Awesome. That helped. Thank you.
Reply


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