diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:47:27 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:47:27 +0300 |
commit | b06a99f7c76950484972e25d9dbbee8660a6a6c3 (patch) | |
tree | 58fb3b7d1c95cbd2eb938a9d0f252cdb3ab3b6a8 /indra/newview/app_settings/shaders/class1 | |
parent | bf1235b017b254ba989b156c73c4ce18ba4e6c23 (diff) |
Post-merge spaces fix
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
24 files changed, 514 insertions, 514 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 43863dd37a..d3ca3ec8c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file avatarEyesV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -40,12 +40,12 @@ out vec3 vary_position; void main() { - //transform vertex - vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vary_normal = normalize(normal_matrix * normal); + //transform vertex + vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vary_normal = normalize(normal_matrix * normal); - vertex_color = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index db7597dd74..b904df3a1b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file avatarF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -37,21 +37,21 @@ in vec3 vary_position; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec4 diff = texture(diffuseMap, vary_texcoord0.xy); - - if (diff.a < minimum_alpha) - { - discard; - } - - frag_data[0] = vec4(diff.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + vec4 diff = texture(diffuseMap, vary_texcoord0.xy); + + if (diff.a < minimum_alpha) + { + discard; + } + + frag_data[0] = vec4(diff.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 5cc2846156..aabbbac12a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -1,28 +1,28 @@ -/** +/** * @file avatarV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ - + uniform mat4 projection_matrix; in vec3 position; @@ -39,27 +39,27 @@ out vec3 vary_position; void main() { - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - vec4 pos_in = vec4(position.xyz, 1.0); - mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - vary_normal = norm; - + vary_texcoord0 = texcoord0; + + vec4 pos; + vec3 norm; + + vec4 pos_in = vec4(position.xyz, 1.0); + mat4 trans = getSkinnedTransform(); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + vary_normal = norm; + vary_position = pos.xyz; - gl_Position = projection_matrix * pos; + gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 8483f257fa..2cc3085cd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -1,30 +1,30 @@ -/** +/** * @file bumpF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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]*/ - + out vec4 frag_data[4]; uniform float minimum_alpha; @@ -40,28 +40,28 @@ in vec2 vary_texcoord0; in vec3 vary_position; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec4 col = texture(diffuseMap, vary_texcoord0.xy); - - if(col.a < minimum_alpha) - { - discard; - } - col *= vertex_color; - - vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec4 col = texture(diffuseMap, vary_texcoord0.xy); + + if(col.a < minimum_alpha) + { + discard; + } + col *= vertex_color; + + vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + + vec3 tnorm = vec3(dot(norm,vary_mat0), + dot(norm,vary_mat1), + dot(norm,vary_mat2)); - vec3 tnorm = vec3(dot(norm,vary_mat0), - dot(norm,vary_mat1), - dot(norm,vary_mat2)); - - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested - vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(nvn, GBUFFER_FLAG_HAS_ATMOS); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + vec3 nvn = normalize(tnorm); + frag_data[2] = vec4(nvn, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(vertex_color.a, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 74319349f6..a381392f6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file bumpV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -48,29 +48,29 @@ uniform mat4 projection_matrix; void main() { - //transform vertex + //transform vertex #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vary_position = pos; - gl_Position = projection_matrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); - vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); #else vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 n = normalize(normal_matrix * normal); - vec3 t = normalize(normal_matrix * tangent.xyz); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec3 n = normalize(normal_matrix * normal); + vec3 t = normalize(normal_matrix * tangent.xyz); #endif - vec3 b = cross(n, t) * tangent.w; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vec3 b = cross(n, t) * tangent.w; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + 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); - 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); - - vertex_color = diffuse_color; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index f6696e270c..385920f622 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1/deferred/deferredUtil.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -366,14 +366,14 @@ vec3 pbrIbl(vec3 diffuseColor, float perceptualRough) { // retrieve a scale and bias to F0. See [1], Figure 3 - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); - vec3 diffuseLight = irradiance; - vec3 specularLight = radiance; - - vec3 diffuse = diffuseLight * diffuseColor; - vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec3 diffuseLight = irradiance; + vec3 specularLight = radiance; - return (diffuse + specular) * ao; + vec3 diffuse = diffuseLight * diffuseColor; + vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + + return (diffuse + specular) * ao; } @@ -382,18 +382,18 @@ vec3 pbrIbl(vec3 diffuseColor, // of the shading terms, outlined in the Readme.MD Appendix. struct PBRInfo { - float NdotL; // cos angle between normal and light direction - float NdotV; // cos angle between normal and view direction - float NdotH; // cos angle between normal and half vector - float LdotH; // cos angle between light direction and half vector - float VdotH; // cos angle between view direction and half vector - float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) - float metalness; // metallic value at the surface - vec3 reflectance0; // full reflectance color (normal incidence angle) - vec3 reflectance90; // reflectance color at grazing angle - float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) - vec3 diffuseColor; // color contribution from diffuse lighting - vec3 specularColor; // color contribution from specular lighting + float NdotL; // cos angle between normal and light direction + float NdotV; // cos angle between normal and view direction + float NdotH; // cos angle between normal and half vector + float LdotH; // cos angle between light direction and half vector + float VdotH; // cos angle between view direction and half vector + float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) + float metalness; // metallic value at the surface + vec3 reflectance0; // full reflectance color (normal incidence angle) + vec3 reflectance90; // reflectance color at grazing angle + float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) + vec3 diffuseColor; // color contribution from diffuse lighting + vec3 specularColor; // color contribution from specular lighting }; // Basic Lambertian diffuse @@ -401,14 +401,14 @@ struct PBRInfo // See also [1], Equation 1 vec3 diffuse(PBRInfo pbrInputs) { - return pbrInputs.diffuseColor / M_PI; + return pbrInputs.diffuseColor / M_PI; } // The following equation models the Fresnel reflectance term of the spec equation (aka F()) // Implementation of fresnel from [4], Equation 15 vec3 specularReflection(PBRInfo pbrInputs) { - return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); + return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); } // This calculates the specular geometric attenuation (aka G()), @@ -417,13 +417,13 @@ vec3 specularReflection(PBRInfo pbrInputs) // alphaRoughness as input as originally proposed in [2]. float geometricOcclusion(PBRInfo pbrInputs) { - float NdotL = pbrInputs.NdotL; - float NdotV = pbrInputs.NdotV; - float r = pbrInputs.alphaRoughness; + float NdotL = pbrInputs.NdotL; + float NdotV = pbrInputs.NdotV; + float r = pbrInputs.alphaRoughness; - float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); - float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); - return attenuationL * attenuationV; + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + return attenuationL * attenuationV; } // The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) @@ -431,13 +431,13 @@ float geometricOcclusion(PBRInfo pbrInputs) // Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. float microfacetDistribution(PBRInfo pbrInputs) { - float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; - float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; - return roughnessSq / (M_PI * f * f); + float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; + float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; + return roughnessSq / (M_PI * f * f); } -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -445,53 +445,53 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, { // make sure specular highlights from punctual lights don't fall off of polished surfaces perceptualRoughness = max(perceptualRoughness, 8.0/255.0); - - float alphaRoughness = perceptualRoughness * perceptualRoughness; - - // Compute reflectance. - float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); - - // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. - // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. - float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); - vec3 specularEnvironmentR0 = specularColor.rgb; - vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; - - vec3 h = normalize(l+v); // Half vector between both l and v - vec3 reflection = -normalize(reflect(v, n)); - reflection.y *= -1.0f; - - float NdotL = clamp(dot(n, l), 0.001, 1.0); - float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); - float NdotH = clamp(dot(n, h), 0.0, 1.0); - float LdotH = clamp(dot(l, h), 0.0, 1.0); - float VdotH = clamp(dot(v, h), 0.0, 1.0); - - PBRInfo pbrInputs = PBRInfo( - NdotL, - NdotV, - NdotH, - LdotH, - VdotH, - perceptualRoughness, - metallic, - specularEnvironmentR0, - specularEnvironmentR90, - alphaRoughness, - diffuseColor, - specularColor - ); - - // Calculate the shading terms for the microfacet specular shading model - vec3 F = specularReflection(pbrInputs); - float G = geometricOcclusion(pbrInputs); - float D = microfacetDistribution(pbrInputs); - - // Calculation of analytical lighting contribution - vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); - vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); - // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) - vec3 color = NdotL * (diffuseContrib + specContrib); + + float alphaRoughness = perceptualRoughness * perceptualRoughness; + + // Compute reflectance. + float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); + + // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. + // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. + float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + vec3 specularEnvironmentR0 = specularColor.rgb; + vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; + + vec3 h = normalize(l+v); // Half vector between both l and v + vec3 reflection = -normalize(reflect(v, n)); + reflection.y *= -1.0f; + + float NdotL = clamp(dot(n, l), 0.001, 1.0); + float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); + float NdotH = clamp(dot(n, h), 0.0, 1.0); + float LdotH = clamp(dot(l, h), 0.0, 1.0); + float VdotH = clamp(dot(v, h), 0.0, 1.0); + + PBRInfo pbrInputs = PBRInfo( + NdotL, + NdotV, + NdotH, + LdotH, + VdotH, + perceptualRoughness, + metallic, + specularEnvironmentR0, + specularEnvironmentR90, + alphaRoughness, + diffuseColor, + specularColor + ); + + // Calculate the shading terms for the microfacet specular shading model + vec3 F = specularReflection(pbrInputs); + float G = geometricOcclusion(pbrInputs); + float D = microfacetDistribution(pbrInputs); + + // Calculation of analytical lighting contribution + vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); + vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) + vec3 color = NdotL * (diffuseContrib + specContrib); return clamp(color, vec3(0), vec3(10)); } @@ -509,9 +509,9 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, 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 * 3.0 * scol; //magic number to balance with legacy materials color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 82d5d363d2..1751e17814 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file diffuseAlphaMaskF.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ @@ -39,21 +39,21 @@ in vec2 vary_texcoord0; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color; - - if (col.a < minimum_alpha) - { - discard; - } - - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); // spec - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color; + + if (col.a < minimum_alpha) + { + discard; + } + + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); // spec + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 788ea633fc..f5b517a8ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file diffuseAlphaMaskIndexedF.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ @@ -37,20 +37,20 @@ in vec2 vary_texcoord0; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (col.a < minimum_alpha) - { - discard; - } - - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + if (col.a < minimum_alpha) + { + discard; + } + + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 22e6d60419..89ea0c1710 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -1,28 +1,28 @@ -/** +/** * @file diffuseAlphaMaskNoColorF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, 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]*/ out vec4 frag_data[4]; @@ -34,19 +34,19 @@ uniform sampler2D diffuseMap; in vec3 vary_normal; in vec2 vary_texcoord0; -void main() +void main() { - vec4 col = texture(diffuseMap, vary_texcoord0.xy); - - if (col.a < minimum_alpha) - { - discard; - } - - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); // spec - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); + + if (col.a < minimum_alpha) + { + discard; + } + + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); // spec + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 799fc62a42..7f056a51e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -1,30 +1,30 @@ -/** +/** * @file diffuseF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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]*/ - + out vec4 frag_data[4]; uniform sampler2D diffuseMap; @@ -36,15 +36,15 @@ in vec3 vary_position; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb; + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(vertex_color.a, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 3362a180c6..5c73878ba9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file diffuseIndexedF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -35,17 +35,17 @@ in vec3 vary_position; void mirrorClip(vec3 pos); vec3 linear_to_srgb(vec3 c); -void main() +void main() { mirrorClip(vary_position); - vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - vec3 spec; - spec.rgb = vec3(vertex_color.a); + vec3 spec; + spec.rgb = vec3(vertex_color.a); - frag_data[0] = vec4(col, 0.0); - frag_data[1] = vec4(spec, vertex_color.a); // spec - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vec4(spec, vertex_color.a); // spec + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(vertex_color.a, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 64230dc680..4bd31cef9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file diffuseV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -59,13 +59,13 @@ void main() vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_normal = normalize(normal_matrix * normal); #endif - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - passTextureIndex(); - vertex_color = diffuse_color; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + passTextureIndex(); + + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index c64f65e32c..99cb23839a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file impostorF.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -38,20 +38,20 @@ in vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); -void main() +void main() { - vec4 col = texture(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha) - { - discard; - } + if (col.a < minimum_alpha) + { + discard; + } - vec4 norm = texture(normalMap, vary_texcoord0.xy); - vec4 spec = texture(specularMap, vary_texcoord0.xy); + vec4 norm = texture(normalMap, vary_texcoord0.xy); + vec4 spec = texture(specularMap, vary_texcoord0.xy); - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = spec; - frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = spec; + frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index ddf878ae60..b6528dfcf8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file materialV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -65,67 +65,67 @@ out vec3 vary_normal; in vec2 texcoord2; out vec2 vary_texcoord2; #endif - + out vec4 vertex_color; out vec2 vary_texcoord0; void main() { #ifdef HAS_SKIN - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; + mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; - vary_position = pos; + vary_position = pos; - gl_Position = projection_matrix*vec4(pos,1.0); + gl_Position = projection_matrix*vec4(pos,1.0); #else - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + #ifdef HAS_NORMAL_MAP - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; #endif #ifdef HAS_SPECULAR_MAP - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; #endif #ifdef HAS_SKIN - vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); + vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #ifdef HAS_NORMAL_MAP - vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); + vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); vary_tangent = t; vary_sign = tangent.w; vary_normal = n; #else //HAS_NORMAL_MAP - vary_normal = n; + vary_normal = n; #endif //HAS_NORMAL_MAP #else //HAS_SKIN - vec3 n = normalize(normal_matrix * normal); + vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP - vec3 t = normalize(normal_matrix * tangent.xyz); + vec3 t = normalize(normal_matrix * tangent.xyz); vary_tangent = t; vary_sign = tangent.w; vary_normal = n; #else //HAS_NORMAL_MAP - vary_normal = n; + vary_normal = n; #endif //HAS_NORMAL_MAP #endif //HAS_SKIN - - vertex_color = diffuse_color; + + vertex_color = diffuse_color; #if !defined(HAS_SKIN) - vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 5e0141910b..fd020afd57 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file pbropaqueV.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 * $/LicenseInfo$ */ @@ -54,7 +54,7 @@ out vec2 base_color_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; - + out vec4 vertex_color; out vec3 vary_tangent; @@ -68,18 +68,18 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh void main() { #ifdef HAS_SKIN - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; + mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; vary_position = pos; - gl_Position = projection_matrix*vec4(pos,1.0); + gl_Position = projection_matrix*vec4(pos,1.0); #else vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); @@ -88,11 +88,11 @@ void main() emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #ifdef HAS_SKIN - vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; - vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN - vec3 n = normal_matrix * normal; - vec3 t = normal_matrix * tangent.xyz; + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; #endif n = normalize(n); @@ -100,11 +100,11 @@ void main() vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; vary_normal = n; - - vertex_color = diffuse_color; + + vertex_color = diffuse_color; } -#else +#else // fullbright HUD implementation @@ -121,7 +121,7 @@ in vec2 texcoord0; out vec2 base_color_texcoord; out vec2 emissive_texcoord; - + out vec4 vertex_color; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); @@ -129,7 +129,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl void main() { //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index 489fc26e3f..4efb9a1f53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1\environment\pbrterrainV.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 * $/LicenseInfo$ */ @@ -56,12 +56,12 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh void main() { //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; - vec3 n = normal_matrix * normal; + vec3 n = normal_matrix * normal; vary_vertex_normal = normal; - vec3 t = normal_matrix * tangent.xyz; + vec3 t = normal_matrix * tangent.xyz; vary_tangent = normalize(t); // *TODO: Decide if we want this. It may be better to just calculate the @@ -88,7 +88,7 @@ void main() #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); #endif - + vec4 tc = vec4(texcoord1,0,1); vary_texcoord0.zw = tc.xy; vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 1629ed91c8..a0eb6cfbb8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -1,28 +1,28 @@ -/** +/** * @file postDeferredGammaCorrect.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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]*/ out vec4 frag_color; @@ -79,7 +79,7 @@ vec3 RRTAndODTFit(vec3 color) } -// tone mapping +// tone mapping vec3 toneMapACES_Hill(vec3 color) { color = ACESInputMat * color; @@ -103,7 +103,7 @@ vec3 toneMap(vec3 color) { #ifndef NO_POST float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - + color *= exposure * exp_scale; // mix ACES and Linear here as a compromise to avoid over-darkening legacy content @@ -117,38 +117,38 @@ vec3 toneMap(vec3 color) //================================= // borrowed noise from: -// <https://www.shadertoy.com/view/4dS3Wd> -// By Morgan McGuire @morgan3d, http://graphicscodex.com +// <https://www.shadertoy.com/view/4dS3Wd> +// By Morgan McGuire @morgan3d, http://graphicscodex.com // float hash(float n) { return fract(sin(n) * 1e4); } float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float noise(float x) { - float i = floor(x); - float f = fract(x); - float u = f * f * (3.0 - 2.0 * f); - return mix(hash(i), hash(i + 1.0), u); + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); } float noise(vec2 x) { - vec2 i = floor(x); - vec2 f = fract(x); - - // Four corners in 2D of a tile - float a = hash(i); - float b = hash(i + vec2(1.0, 0.0)); - float c = hash(i + vec2(0.0, 1.0)); - float d = hash(i + vec2(1.0, 1.0)); - - // Simple 2D lerp using smoothstep envelope between the values. - // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), - // mix(c, d, smoothstep(0.0, 1.0, f.x)), - // smoothstep(0.0, 1.0, f.y))); - - // Same code, with the clamps in smoothstep and common subexpressions - // optimized away. - vec2 u = f * f * (3.0 - 2.0 * f); - return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } //============================= @@ -171,7 +171,7 @@ vec3 legacyGamma(vec3 color) return c; } -void main() +void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture(diffuseRect, vary_fragcoord); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 708acd0194..05922ecb1a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file treeF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -37,18 +37,18 @@ in vec3 vary_position; uniform float minimum_alpha; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - vec4 col = texture(diffuseMap, vary_texcoord0.xy); - if (col.a < minimum_alpha) - { - discard; - } + vec4 col = texture(diffuseMap, vary_texcoord0.xy); + if (col.a < minimum_alpha) + { + discard; + } - frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index c84fccd4c6..ef5602f1e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file treeV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -39,13 +39,13 @@ out vec3 vary_position; void main() { - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vary_normal = normalize(normal_matrix * normal); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vary_normal = normalize(normal_matrix * normal); - vertex_color = vec4(1,1,1,1); + vertex_color = vec4(1,1,1,1); } 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; } // ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 142f2a5d71..09a505d69d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file bumpF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -34,11 +34,11 @@ in vec3 vary_position; void mirrorClip(vec3 pos); -void main() +void main() { mirrorClip(vary_position); - float tex0 = texture(texture0, vary_texcoord0.xy).a; - float tex1 = texture(texture1, vary_texcoord1.xy).a; + float tex0 = texture(texture0, vary_texcoord0.xy).a; + float tex1 = texture(texture1, vary_texcoord1.xy).a; - frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0)); + frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index b8a02fbdec..95cdfb6fae 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file bumpV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -42,7 +42,7 @@ uniform mat4 projection_matrix; void main() { - //transform vertex + //transform vertex #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; @@ -51,8 +51,8 @@ void main() gl_Position = projection_matrix * pos; #else vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; } |