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authorNat Goodspeed <nat@lindenlab.com>2024-09-05 08:40:49 -0400
committerNat Goodspeed <nat@lindenlab.com>2024-09-05 08:40:49 -0400
commit22a47eee84dbaa5c731c000c6013ca558bd15892 (patch)
tree8b3128fdb91731d95025b86701431826c441c5ba /indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
parenta6b85244a6f943a4598ff9b7b8a3343eb1e0d11e (diff)
parent7ac4c3b56e5246fceaa73e7c9c665d3c04827d6c (diff)
Merge branch 'release/luau-scripting' into lua-resultset
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl38
1 files changed, 37 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 01543732d0..ab0e4fd4d8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -50,7 +50,6 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
-uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -487,6 +486,43 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
return clamp(color, vec3(0), vec3(10));
}
+vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 p, // pixel position
+ vec3 v, // view vector (negative normalized pixel position)
+ vec3 lp, // light position
+ vec3 ld, // light direction (for spotlights)
+ vec3 lightColor,
+ float lightSize, float falloff, float is_pointlight, float ambiance)
+{
+ vec3 color = vec3(0,0,0);
+
+ vec3 lv = lp.xyz - p;
+
+ float lightDist = length(lv);
+
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
+ {
+ lv /= lightDist;
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ld, lv), is_pointlight);
+ // spot*spot => GL_SPOT_EXPONENT=2
+ float spot_atten = spot*spot;
+
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
+
+ color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ }
+
+ return color;
+}
+
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
{
vec3 f0 = vec3(0.04);