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authorPtolemy <ptolemy@lindenlab.com>2022-06-23 15:16:24 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-06-23 15:16:24 -0700
commit29533c345443f127fa0ef2f9499ccfd59a971842 (patch)
tree0206e21fd5e16b9e9136ac11f44219652be3d343 /indra/newview/app_settings/shaders/class1/deferred
parentc68e469d88f2817ee49bbf23ffe5207c432e3c45 (diff)
SL-17274: Fix shaders to use normal and spec maps
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl85
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl27
2 files changed, 73 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index cb9cc4958a..15e02c9551 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -25,69 +25,81 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_BASIC 1
-#define DEBUG_COLOR 0
+#define DEBUG_BASIC 0
+#define DEBUG_VERTEX 0
#define DEBUG_NORMAL 0
#define DEBUG_POSITION 0
-#define DEBUG_REFLECT_VEC 0
-#define DEBUG_REFLECT_COLOR 0
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+#ifdef HAS_NORMAL_MAP
+ uniform sampler2D bumpMap;
+#endif
#ifdef HAS_SPECULAR_MAP
-uniform sampler2D specularMap;
+ uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
#endif
+
uniform samplerCube environmentMap;
uniform mat3 env_mat;
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
+out vec4 frag_data[4];
#else
#define frag_data gl_FragData
#endif
VARYING vec3 vary_position;
-VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+#ifdef HAS_NORMAL_MAP
+ VARYING vec3 vary_normal;
+ VARYING vec2 vary_texcoord1;
+#endif
+
#ifdef HAS_SPECULAR_MAP
-VARYING vec2 vary_texcoord2;
+ VARYING vec2 vary_texcoord2;
#endif
vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
-struct PBR
-{
- float LdotH; // Light and Half
- float NdotL; // Normal and Light
- float NdotH; // Normal and Half
- float VdotH; // View and Half
-};
-
const float M_PI = 3.141592653589793;
void main()
{
- vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+// else
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
-//#ifdef HAS_SPECULAR_MAP
-//#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
-//#endif
- norm.xyz = normalize(tnorm.xyz);
+ vec3 emissive = vec3(0);
- vec3 spec;
- spec.rgb = vec3(vertex_color.a);
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ vec3 tnorm = norm.xyz * 2 - 1;
+#else
+ vec4 norm = vec4(0,0,0,1.0);
+// vec3 tnorm = vary_normal;
+ vec3 tnorm = vec3(0,0,1);
+#endif
- vec3 pos = vary_position;
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- vec3 env_vec = env_mat * refnormpersp;
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ // RGB = Occlusion, Roughness, Metal
+ // default values
+ // occlusion ?
+ // roughness 1.0
+ // metal 1.0
+#ifdef HAS_SPECULAR_MAP
+ vec3 spec = texture2D(specularMap, vary_texcoord0.xy).rgb; // TODO: FIXME: vary_texcoord2
+#else
+ vec3 spec = vec3(0,1,1);
+#endif
+ norm.xyz = normalize(tnorm.xyz);
#if DEBUG_BASIC
- col.rgb = vec3( 1, 0, 1 ); // DEBUG
+ col.rgb = vec3( 1, 0, 1 );
#endif
-#if DEBUG_COLOR
+#if DEBUG_VERTEX
col.rgb = vertex_color.rgb;
#endif
#if DEBUG_NORMAL
@@ -96,14 +108,9 @@ void main()
#if DEBUG_POSITION
col.rgb = vary_position.xyz;
#endif
-#if DEBUG_REFLECT_VEC
- col.rgb = refnormpersp;
-#endif
-#if DEBUG_REFLECT_COLOR
- col.rgb = reflected_color;
-#endif
frag_data[0] = vec4(col, 0.0);
- frag_data[1] = vec4(spec, vertex_color.a); // spec
- frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, 0.0);
+ frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal
+ frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, GBUFFER_FLAG_HAS_PBR); //
+ frag_data[3] = vec4(emissive,0); // Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 72bae808e0..58048687a5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -33,10 +33,24 @@ ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
+#ifdef HAS_NORMAL_MAP
+ ATTRIBUTE vec4 tangent;
+ ATTRIBUTE vec2 texcoord1;
+ VARYING vec3 vary_mat0;
+ VARYING vec3 vary_mat1;
+ VARYING vec3 vary_mat2;
+#endif
+
+#if HAS_SPECULAR_MAP
+ ATTRIBUTE vec2 texcoord2;
+#endif
+
VARYING vec3 vary_position;
VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1; // normal map
+VARYING vec2 vary_texcoord2; // specular map
void passTextureIndex();
@@ -50,5 +64,18 @@ void main()
passTextureIndex();
vary_normal = normalize(normal_matrix * normal);
+#ifdef HAS_NORMAL_MAP
+ //vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord1 = texcoord1;
+// vary_mat0 = vec3(t.x, b.x, n.x);
+// vary_mat1 = vec3(t.y, b.y, n.y);
+// vary_mat2 = vec3(t.z, b.z, n.z);
+#endif
+
+#ifdef HAS_SPECULAR_MAP
+ //vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+ vary_texcoord2 = texcoord2;
+#endif
+
vertex_color = diffuse_color;
}