diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-09-17 16:09:11 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-09-17 16:09:11 -0500 | 
| commit | 29f92451f6dfb95b6d2e7e56d65a07df59ea9afd (patch) | |
| tree | 527b75790a6881cf3a1e46ee782982bfdc37a572 /indra/newview/app_settings/shaders/class1 | |
| parent | b2553fc8b46e44dd74b2840e041b3cf46d2b39fc (diff) | |
Cleanup more unused functions and fix spotLightF (whoops)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 146 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 3 | 
2 files changed, 0 insertions, 149 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 0b97ee43e3..2989332e98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -24,9 +24,6 @@   */ - - -  /*  Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation  MIT License @@ -351,149 +348,6 @@ vec3 hue_to_rgb(float hue)  // PBR Utils -vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) -{ -    return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); -} - -// Approximate Environment BRDF -vec2 getGGXApprox( vec2 uv ) -{ -    // Reference: Physically Based Shading on Mobile -    // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile -    //     EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV ) -    float nv        = uv.x; -    float roughness = uv.y; - -    const vec4  c0        = vec4( -1, -0.0275, -0.572, 0.022 ); -    const vec4  c1        = vec4(  1,  0.0425,  1.04 , -0.04 ); -          vec4  r         = roughness * c0 + c1; -          float a004      = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y; -          vec2  ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw; -    return ScaleBias; -} - -#define PBR_USE_GGX_APPROX 1 -vec2 getGGX( vec2 brdfPoint ) -{ -#if PBR_USE_GGX_APPROX -    return getGGXApprox( brdfPoint); -#else -    return texture2D(GGXLUT, brdfPoint).rg;   // TODO: use GGXLUT -#endif -} - - -// Reference: float getRangeAttenuation(float range, float distance) -float getLightAttenuationPointSpot(float range, float distance) -{ -#if 1 -    return distance; -#else -    float range2 = pow(range, 2.0); - -    // support negative range as unlimited -    if (range <= 0.0) -    { -        return 1.0 / range2; -    } - -    return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2; -#endif -} - -vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance) -{ -    float  rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance); -    return rangeAttenuation * lightColor; -} - -float getLightAttenuationSpot(vec3 spotDirection) -{ -    return 1.0; -} - -vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v) -{ -    float  spotAttenuation = getLightAttenuationSpot(-v); -    return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance ); -} - -// NOTE: This is different from the GGX texture -float D_GGX( float nh, float alphaRough ) -{ -    float rough2 = alphaRough * alphaRough; -    float f      = (nh * nh) * (rough2 - 1.0) + 1.0; -    return rough2 / (M_PI * f * f); -} - -// NOTE: This is different from the GGX texture -// See: -//   Real Time Rendering, 4th Edition -//   Page 341 -//   Equation 9.43 -// Also see: -//   https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) -//   4.4.2 Geometric Shadowing (specular G) -float V_GGX( float nl, float nv, float alphaRough ) -{ -#if 1 -    // Note: When roughness is zero, has discontuinity in the bottom hemisphere -    float rough2 = alphaRough * alphaRough; -    float ggxv   = nl * sqrt(nv * nv * (1.0 - rough2) + rough2); -    float ggxl   = nv * sqrt(nl * nl * (1.0 - rough2) + rough2); - -    float ggx    = ggxv + ggxl; -    if (ggx > 0.0) -    { -        return 0.5 / ggx; -    } -    return 0.0; -#else -    // See: smithVisibility_GGXCorrelated, V_SmithCorrelated, etc. -    float rough2 = alphaRough * alphaRough; -    float ggxv = nl * sqrt(nv * (nv - rough2 * nv) + rough2); -    float ggxl = nv * sqrt(nl * (nl - rough2 * nl) + rough2); -    return 0.5 / (ggxv + ggxl); -#endif - -} - -// NOTE: Assumes a hard-coded IOR = 1.5 -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) -{ -    float metal      = packedORM.b; -          c_diff     = mix(diffuse, vec3(0), metal); -    float IOR        = 1.5;                                // default Index Of Refraction 1.5 (dielectrics) -          reflect0   = vec3(0.04);                         // -> incidence reflectance 0.04 -//        reflect0   = vec3(calcF0(IOR)); -          reflect0   = mix(reflect0, diffuse, metal);      // reflect at 0 degrees -          reflect90  = vec3(1);                            // reflect at 90 degrees -          specWeight = 1.0; - -    // When roughness is zero blender shows a tiny specular -    float perceptualRough = max(packedORM.g, 0.1); -          alphaRough      = perceptualRough * perceptualRough; -} - -vec3 BRDFDiffuse(vec3 color) -{ -    return color * ONE_OVER_PI; -} - -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) -{ -    return (1.0 - fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); -} - -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) -{ -    vec3 fresnel    = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel -    float vis       = V_GGX( nl, nv, alphaRough );               // Visibility -    float d         = D_GGX( nh, alphaRough );                   // Distribution -    return fresnel * vis * d; -} -  vec2 BRDF(float NoV, float roughness)  {      return texture(brdfLut, vec2(NoV, roughness)).rg; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 077c985092..aec2a90bda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -98,9 +98,6 @@ vec3 scaleSoftClipFrag(vec3 l);  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);  float calcLegacyDistanceAttenuation(float distance, float falloff); -vec2 getGGX( vec2 brdfPoint ); -void initMaterial( vec3 diffuse, vec3 packedORM, -        out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,           vec3 pos, vec3 norm, float glossiness, float envIntensity); | 
