diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:47:27 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:47:27 +0300 |
commit | b06a99f7c76950484972e25d9dbbee8660a6a6c3 (patch) | |
tree | 58fb3b7d1c95cbd2eb938a9d0f252cdb3ab3b6a8 /indra/newview/app_settings/shaders/class1/interface | |
parent | bf1235b017b254ba989b156c73c4ce18ba4e6c23 (diff) |
Post-merge spaces fix
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface')
3 files changed, 88 insertions, 88 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl index 388042e7e0..2bfd45f3b0 100644 --- a/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file normaldebugF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -27,7 +27,7 @@ out vec4 frag_color; in vec4 vertex_color; -void main() +void main() { - frag_color = max(vertex_color, vec4(0)); + frag_color = max(vertex_color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl index b198bc2485..ae726190c7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file normaldebugV.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -65,10 +65,10 @@ void main() vec4 world_pos = mat * vec4(position.xyz,1.0); - gl_Position = projection_matrix * world_pos; - normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat); + gl_Position = projection_matrix * world_pos; + normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat); #ifdef HAS_ATTRIBUTE_TANGENT - tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat); + tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat); #endif } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index c1ed1bfe6e..feb0947649 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -1,28 +1,28 @@ -/** +/** * @file radianceGenF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + /*[EXTRA_CODE_HERE]*/ @@ -36,7 +36,7 @@ in vec3 vary_dir; //uniform float roughness; uniform float mipLevel; -uniform int u_width; +uniform int u_width; uniform float max_probe_lod; uniform float probe_strength; @@ -74,96 +74,96 @@ const float PI = 3.1415926536; // Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ float random(vec2 co) { - float a = 12.9898; - float b = 78.233; - float c = 43758.5453; - float dt= dot(co.xy ,vec2(a,b)); - float sn= mod(dt,3.14); - return fract(sin(sn) * c); + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); } -vec2 hammersley2d(uint i, uint N) +vec2 hammersley2d(uint i, uint N) { - // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html - uint bits = (i << 16u) | (i >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - float rdi = float(bits) * 2.3283064365386963e-10; - return vec2(float(i) /float(N), rdi); + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); } // Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf -vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) { - // Maps a 2D point to a hemisphere with spread based on roughness - float alpha = roughness * roughness; - float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; - float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta * cosTheta); - vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); - - // Tangent space - vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - vec3 tangentX = normalize(cross(up, normal)); - vec3 tangentY = normalize(cross(normal, tangentX)); - - // Convert to world Space - return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); } // Normal Distribution function float D_GGX(float dotNH, float roughness) { - float alpha = roughness * roughness; - float alpha2 = alpha * alpha; - float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; - return (alpha2)/(PI * denom*denom); + float alpha = roughness * roughness; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); } vec4 prefilterEnvMap(vec3 R) { - vec3 N = R; - vec3 V = R; - vec4 color = vec4(0.0); - float totalWeight = 0.0; - float envMapDim = float(textureSize(reflectionProbes, 0).s); + vec3 N = R; + vec3 V = R; + vec4 color = vec4(0.0); + float totalWeight = 0.0; + float envMapDim = float(textureSize(reflectionProbes, 0).s); float roughness = mipLevel/max_probe_lod; int numSamples = max(int(PROBE_FILTER_SAMPLES*roughness), 1); float numMips = max_probe_lod+1; - for(uint i = 0u; i < numSamples; i++) { - vec2 Xi = hammersley2d(i, numSamples); - vec3 H = importanceSample_GGX(Xi, roughness, N); - vec3 L = 2.0 * dot(V, H) * H - V; - float dotNL = clamp(dot(N, L), 0.0, 1.0); - if(dotNL > 0.0) { - // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/ - - float dotNH = clamp(dot(N, H), 0.0, 1.0); - float dotVH = clamp(dot(V, H), 0.0, 1.0); - - // Probability Distribution Function - float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001; - // Slid angle of current smple - float omegaS = 1.0 / (float(numSamples) * pdf); - // Solid angle of 1 pixel across all cube faces - float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); - // Biased (+1.0) mip level for better result - float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod); - color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL; - totalWeight += dotNL; - } - } - return (color / totalWeight); + for(uint i = 0u; i < numSamples; i++) { + vec2 Xi = hammersley2d(i, numSamples); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + float dotNL = clamp(dot(N, L), 0.0, 1.0); + if(dotNL > 0.0) { + // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/ + + float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotVH = clamp(dot(V, H), 0.0, 1.0); + + // Probability Distribution Function + float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001; + // Slid angle of current smple + float omegaS = 1.0 / (float(numSamples) * pdf); + // Solid angle of 1 pixel across all cube faces + float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); + // Biased (+1.0) mip level for better result + float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod); + color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL; + totalWeight += dotNL; + } + } + return (color / totalWeight); } void main() -{ - vec3 N = normalize(vary_dir); - frag_color = max(prefilterEnvMap(N), vec4(0)); +{ + vec3 N = normalize(vary_dir); + frag_color = max(prefilterEnvMap(N), vec4(0)); frag_color.a *= probe_strength; } // ============================================================================================================= |