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author | Ptolemy <ptolemy@lindenlab.com> | 2022-07-27 10:27:21 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-07-27 10:27:21 -0700 |
commit | eb4a906a76c6d5114bd52c60a7f8b4a5adb112d1 (patch) | |
tree | 1c39a7768118424e1a46700778ee323eb6c915e8 | |
parent | 6f204fcffbeb56dd96dd74806cb0a0405651c3b3 (diff) |
SL-17762: PBR: Add support for spot lights
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 46 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 42 |
2 files changed, 88 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index e29e5d69a2..20309d9673 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -161,7 +161,53 @@ void main() vec3 colorSpec = vec3(0); vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl + float metal = packedORM.b; +// if (proj_tc.x > 0.0 && proj_tc.x < 1.0 +// && proj_tc.y > 0.0 && proj_tc.y < 1.0) + if (nl > 0.0) + { + vec3 c_diff, reflect0, reflect90; + float alphaRough, specWeight; + initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + slit = getProjectedLightSpecularColor( pos, n ); + +// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v ); + colorDiffuse = shadow * dlit * nl * dist_atten; + colorSpec = shadow * slit * nl * dist_atten; + +// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); +// colorSpec *= BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); + + #if DEBUG_PBR_SPOT_DIFFUSE + colorDiffuse = dlit.rgb; colorSpec = vec3(0); + #endif + #if DEBUG_PBR_SPOT_SPECULAR + colorDiffuse = vec3(0); colorSpec = slit.rgb; + #endif + #if DEBUG_PBR_SPOT + colorDiffuse = dlit; colorSpec = vec3(0); + colorDiffuse *= nl; + colorDiffuse *= shadow; + #endif + + #if DEBUG_SPOT_SPEC_POS + colorDiffuse = pos + ref * dot(pdelta, proj_n)/ds; colorSpec = vec3(0); + #endif + #if DEBUG_SPOT_REFLECTION + colorDiffuse = ref; colorSpec = vec3(0); + #endif + + } + + #if DEBUG_SPOT_DIFFUSE + colorDiffuse = vec3(nl * dist_atten); + #endif + #if DEBUG_SPOT_NL + colorDiffuse = vec3(nl); colorSpec = vec3(0); + #endif #if DEBUG_PBR_LIGHT_TYPE colorDiffuse = vec3(0.5); colorSpec = vec3(0); #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f6ab0ad428..a82581d1a1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -154,7 +154,49 @@ void main() vec3 colorSpec = vec3(0); vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl + float metal = packedORM.b; +// if (proj_tc.x > 0.0 && proj_tc.x < 1.0 +// && proj_tc.y > 0.0 && proj_tc.y < 1.0) + if (nl > 0.0) + { + vec3 c_diff, reflect0, reflect90; + float alphaRough, specWeight; + initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + slit = getProjectedLightSpecularColor( pos, n ); + +// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v ); +// colorDiffuse = shadow * dlit * nl; +// colorSpec = shadow * slit * nl; + +// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); +// colorSpec *= BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); + + colorDiffuse = shadow * dlit * nl * dist_atten; + colorSpec = shadow * slit * nl * dist_atten; + + #if DEBUG_PBR_SPOT_DIFFUSE + colorDiffuse = dlit.rgb; colorSpec = vec3(0); + #endif + #if DEBUG_PBR_SPOT_SPECULAR + colorDiffuse = vec3(0); colorSpec = slit.rgb; + #endif + #if DEBUG_PBR_SPOT + colorDiffuse = dlit; colorSpec = vec3(0); + colorDiffuse *= nl; + colorDiffuse *= shadow; + #endif + + } + + #if DEBUG_SPOT_DIFFUSE + colorDiffuse = vec3(nl * dist_atten); + #endif + #if DEBUG_PBR_NL + colorDiffuse = vec3(nl); colorSpec = vec3(0); + #endif #if DEBUG_PBR_LIGHT_TYPE colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0); #endif |