diff options
| author | Cosmic Linden <cosmic@lindenlab.com> | 2022-10-13 16:59:34 -0700 | 
|---|---|---|
| committer | Cosmic Linden <cosmic@lindenlab.com> | 2022-10-13 16:59:34 -0700 | 
| commit | 982e2bcbeaa3a56a884ecb168dc655dc6413465c (patch) | |
| tree | 0556ffbbf12656b99f43bf5fbef8c17d12c39c6e /indra/newview/app_settings/shaders/class1 | |
| parent | 8a82305068f68ae4075be7ff86b5b4af8a71e5c3 (diff) | |
SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLight
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 27 | 
1 files changed, 27 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 9405a125fd..1a96ee0736 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -73,6 +73,8 @@ const float M_PI = 3.14159265;  const float ONE_OVER_PI = 0.3183098861;  vec3 srgb_to_linear(vec3 cs); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 light);  float calcLegacyDistanceAttenuation(float distance, float falloff)  { @@ -506,6 +508,31 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,      return color;  } +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) +{ +    vec3 f0 = vec3(0.04); +    diffuseColor = baseColor*(vec3(1.0)-f0); +    diffuseColor *= 1.0 - metallic; +    specularColor = mix(f0, baseColor, metallic); +} + +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ +    vec3 color = vec3(0); + +    float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); +     +    color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); +     +    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; +    color += colorEmissive*0.5; + +    color = atmosFragLightingLinear(color, additive, atten); +    color = scaleSoftClipFragLinear(color); + +    return color; +} +  uniform vec4 waterPlane;  uniform float waterSign; | 
