diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-07-15 17:29:39 -0700 |
---|---|---|
committer | Ptolemy <ptolemy@lindenlab.com> | 2022-07-15 17:29:39 -0700 |
commit | 314f27d1b1701e0fdc4bb983d0f9fd4d4ed6573a (patch) | |
tree | 15b929fd434273187aa0dcc1456058dd3a418661 | |
parent | 9b8751a6e425f60cf8cf661b40fec6af1e11ecf8 (diff) |
SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da alias, and unused sa
5 files changed, 96 insertions, 90 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 3427f373d2..4df74b762a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -31,13 +31,25 @@ uniform vec2 screen_res; const float M_PI = 3.14159265; -void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh) -{ -// l = normalize(lv); -// h = normalize(l + v); +// In: +// lv unnormalized surface to light vector +// n normal of the surface +// pos unnormalized camera to surface vector +// Out: +// l normalized surace to light vector +// nl diffuse angle +// nh specular angle +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, + out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist) +{ + l = normalize(lv); + h = normalize(l + v); nh = clamp(dot(n, h), 0.0, 1.0); + nl = clamp(dot(n, l), 0.0, 1.0); nv = clamp(dot(n, v), 0.0, 1.0); vh = clamp(dot(v, h), 0.0, 1.0); + + lightDist = length(lv); } vec2 getScreenCoordinate(vec2 screenpos) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index fa553cf341..d4e82cebf3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -52,10 +52,14 @@ uniform mat4 inv_proj; VARYING vec4 vary_fragcoord; -void calcHalfVectors(vec3 h, vec3 n, vec3 npos, out float nh, out float nv, out float vh); +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance); vec4 getPosition(vec2 pos_screen); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec2 getScreenXY(vec4 clip); +void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); void main() @@ -66,10 +70,6 @@ void main() vec3 final_color = vec3(0, 0, 0); vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; - if (pos.z < far_z) - { - discard; - } float envIntensity; // not used for this shader vec3 n; @@ -78,8 +78,8 @@ void main() vec4 spec = texture2DRect(specularRect, tc); vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; - float noise = texture2D(noiseMap, tc/128.0).b; - vec3 v = -normalize(pos); + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { @@ -92,6 +92,13 @@ void main() } else { + if (pos.z < far_z) + { + discard; + } + + float noise = texture2D(noiseMap, tc/128.0).b; + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop for (int i = 0; i < LIGHT_COUNT; ++i) { @@ -100,11 +107,11 @@ void main() dist /= light[i].w; if (dist <= 1.0) { - float da = dot(n, lv); - if (da > 0.0) + float nl = dot(n, lv); + if (nl > 0.0) { - lv = normalize(lv); - da = dot(n, lv); + float lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); float fa = light_col[i].a + 1.0; float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); @@ -116,25 +123,21 @@ void main() dist_atten *= noise; - float lit = da * dist_atten; + float lit = nl * dist_atten; vec3 col = light_col[i].rgb * lit * diffuse; if (spec.a > 0.0) { - lit = min(da * 6.0, 1.0) * dist_atten; - vec3 h = normalize(lv + v); - float nh, nv, vh; - calcHalfVectors(h, n, v, nh, nv, vh); - float sa = nh; - float fres = pow(1 - dot(h, v), 5) * 0.4 + 0.5; + lit = min(nl * 6.0, 1.0) * dist_atten; + float fres = pow(1 - vh, 5) * 0.4 + 0.5; float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { - float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); + float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); col += lit * scol * light_col[i].rgb * spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index d36ff995dd..b86402b031 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -62,6 +62,7 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; +// Light params uniform vec3 center; uniform float size; uniform vec3 color; @@ -72,9 +73,13 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec2 getScreenXY(vec4 clip); +void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 cs); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) @@ -182,8 +187,9 @@ void main() } lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(n, lv); + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); @@ -210,9 +216,9 @@ void main() float amb_da = proj_ambiance; float lit = 0.0; - if (da > 0.0) + if (nl > 0.0) { - lit = da * dist_atten * noise; + lit = nl * dist_atten * noise; float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; @@ -224,14 +230,14 @@ void main() final_color = dlit*lit*diffuse*shadow; // unshadowed for consistency between forward and deferred? - amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); // use unshadowed for consistency between forward and deferred? - amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + amb_da += (nl*nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; amb_da *= dist_atten * noise; amb_da = min(amb_da, 1.0-lit); @@ -241,22 +247,16 @@ void main() if (spec.a > 0.0) { - vec3 v = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; + dlit *= min(nl*6.0, 1.0) * dist_atten; - //vec3 ref = dot(pos+lv, n); - vec3 h = normalize(lv + v); - float nh, nv, vh; - calcHalfVectors(h, n, v, nh, nv, vh); - float sa = nh; - float fres = pow(1 - dot(h, v), 5)*0.4+0.5; + float fres = pow(1 - vh, 5)*0.4+0.5; float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); vec3 speccol = dlit*scol*spec.rgb*shadow; speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 46de34e49a..ddfbafd739 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -59,7 +59,8 @@ uniform vec4 viewport; vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); -void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); @@ -72,35 +73,18 @@ void main() vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; - vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - if (dist >= size) - { - discard; - } - dist /= size; - float envIntensity; vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - float da = dot(n, lv); - if (da < 0.0) - { - discard; - } - - lv = normalize(lv); - da = dot(n, lv); // alias for: nl - vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); // Common half vectors calcs - vec3 v = -normalize(pos); - vec3 h = normalize(lv + v); - float nh, nv, vh; - calcHalfVectors(h, n, v, nh, nv, vh); + vec3 lv = trans_center.xyz-pos; + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { @@ -113,9 +97,6 @@ void main() float alphaRough, specWeight; initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - vec3 l = lv; // already normalized - float nl = clamp(dot(n, l), 0.0, 1.0); - if (nl > 0.0 || nv > 0.0) { vec3 intensity = size * color; @@ -127,28 +108,40 @@ void main() } else { + float dist = lightDist; + if (dist >= size) + { + discard; + } + dist /= size; + + if (nl < 0.0) + { + discard; + } + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; float noise = texture2D(noiseMap, tc/128.0).b; - float lit = da * dist_atten * noise; + float lit = nl * dist_atten * noise; final_color = color.rgb*lit*diffuse; if (spec.a > 0.0) { - lit = min(da*6.0, 1.0) * dist_atten; + lit = min(nl*6.0, 1.0) * dist_atten; float sa = nh; - float fres = pow(1 - dot(h, v), 5) * 0.4+0.5; + float fres = pow(1 - vh, 5) * 0.4+0.5; float gtdenom = 2 * nh; - float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); final_color += lit*scol*color.rgb*spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index e70a545a7b..680fcbfab3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -72,9 +72,13 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); -vec2 getScreenXY(vec4 clip_point); +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec2 getScreenXY(vec4 clip_point); +void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) @@ -144,7 +148,7 @@ void main() vec4 shd = texture2DRect(lightMap, tc); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); + shadow = clamp(shadow, 0.0, 1.0); } float envIntensity; @@ -172,8 +176,9 @@ void main() } lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(n, lv); + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); @@ -200,9 +205,9 @@ void main() float amb_da = proj_ambiance; float lit = 0.0; - if (da > 0.0) + if (nl > 0.0) { - lit = da * dist_atten * noise; + lit = nl * dist_atten * noise; float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; @@ -213,13 +218,13 @@ void main() final_color = dlit*lit*diffuse*shadow; - amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + amb_da += (nl*nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; amb_da *= dist_atten * noise; amb_da = min(amb_da, 1.0-lit); @@ -228,22 +233,15 @@ void main() if (spec.a > 0.0) { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 v = -normalize(pos); - - //vec3 ref = dot(pos+lv, n); - vec3 h = normalize(lv + v); - float nh, nv, vh; - calcHalfVectors(h, n, v, nh, nv, vh); - float sa = nh; + dlit *= min(nl*6.0, 1.0) * dist_atten; float fres = pow(1 - dot(h, v), 5)*0.4+0.5; float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); vec3 speccol = dlit*scol*spec.rgb*shadow; speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; |