diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-27 23:32:02 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-27 23:32:02 -0500 |
commit | aaf7b17db047f0cb2630b479d5468062e6ca815e (patch) | |
tree | a84d5d7668ff65fc6dec3315fd1a760213496e4d /indra/newview/app_settings/shaders/class2/deferred | |
parent | 44f2286e42a10270c23ea11e308143948d1e3288 (diff) |
SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 306 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 234 |
2 files changed, 540 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl new file mode 100644 index 0000000000..39aec699fe --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -0,0 +1,306 @@ +/** + * @file alphaF.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 + * $/LicenseInfo$ + */ + +//class2/deferred/alphaF.glsl + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform mat3 env_mat; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +#ifdef USE_DIFFUSE_TEX +uniform sampler2D diffuseMap; +#endif + +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; + +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; //vertex color should be treated as sRGB +#endif + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; +#endif + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform int sun_up_factor; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +vec2 encode_normal (vec3 n); +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); + +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); + +#ifdef HAS_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +float getAmbientClamp(); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) +{ + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float dist = length(lv); + float da = 1.0; + + /*if (dist > inverted_la) + { + return col; + } + + clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + return col; + }*/ + + if (dist > 0.0 && inverted_la > 0.0) + { + dist /= inverted_la; + + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + da = max(0.0, da); + + float lit = 0.0f; + + float amb_da = 0.0;//ambiance; + if (da > 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 ... need to work out why this blows out in many setups... + //col.rgb += amb_da * light_col * diffuse; + + // no spec for alpha shader... + } + col = max(col, vec3(0)); + return col; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + vec3 norm = vary_norm; + + float shadow = 1.0f; + +#ifdef HAS_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + +#ifdef USE_DIFFUSE_TEX + vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + +#ifdef USE_INDEXED_TEX + vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); +#endif + + vec4 diffuse_srgb = diffuse_tap; + +#ifdef FOR_IMPOSTOR + vec4 color; + color.rgb = diffuse_srgb.rgb; + color.a = 1.0; + + float final_alpha = diffuse_srgb.a * vertex_color.a; + diffuse_srgb.rgb *= vertex_color.rgb; + + // Insure we don't pollute depth with invis pixels in impostor rendering + // + if (final_alpha < minimum_alpha) + { + discard; + } + + color.rgb = diffuse_srgb.rgb; + color.a = final_alpha; + +#else // FOR_IMPOSTOR + + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; + + float final_alpha = diffuse_linear.a; + +#ifdef USE_VERTEX_COLOR + final_alpha *= vertex_color.a; + + if (final_alpha < minimum_alpha) + { // TODO: figure out how to get invisible faces out of + // render batches without breaking glow + discard; + } + + diffuse_srgb.rgb *= vertex_color.rgb; + diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); +#endif // USE_VERTEX_COLOR + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); + + + float da = dot(norm.xyz, light_dir.xyz); + da = clamp(da, -1.0, 1.0); + + float final_da = da; + final_da = clamp(final_da, 0.0f, 1.0f); + + vec4 color = vec4(0.0); + + color.a = final_alpha; + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = min(final_da, shadow) * sunlit; + + color.rgb = max(amblit, ambenv); + color.rgb *= ambient; + + color.rgb += sun_contrib; + + color.rgb *= diffuse_linear.rgb; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + vec4 light = vec4(0,0,0,0); + + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + // sum local light contrib in linear colorspace +#if !defined(LOCAL_LIGHT_KILL) + color.rgb += light.rgb; +#endif // !defined(LOCAL_LIGHT_KILL) + +#ifdef WATER_FOG + color = applyWaterFogView(pos.xyz, color); +#endif // WATER_FOG + +#endif // #else // FOR_IMPOSTOR + + frag_color = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl new file mode 100644 index 0000000000..f49a7bd169 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -0,0 +1,234 @@ +/** + * @file class1\deferred\pbralphaF.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]*/ + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) +uniform sampler2DRect lightMap; +#endif + +uniform int sun_up_factor; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +out vec4 frag_color; + +#ifdef HAS_SHADOW + VARYING vec3 vary_fragcoord; + uniform vec2 screen_res; +#endif + +VARYING vec3 vary_position; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec3 vary_normal; +VARYING vec3 vary_tangent; +flat in float vary_sign; + + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +// Lights +// See: LLRender::syncLightState() +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; // spot direction +uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() +uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff + +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(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); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) +{ + vec3 color = vec3(0,0,0); + + vec3 lv = lp.xyz - p; + + float lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * lightColor * 3.0; + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + + return color; +} + +void main() +{ + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 pos = vary_position; + + float scol = 1.0; + float ambocc = 1.0; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); + + +// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// else + vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; + albedo.rgb = srgb_to_linear(albedo.rgb); +#ifdef HAS_ALPHA_MASK + if (albedo.a < minimum_alpha) + { + discard; + } +#endif + + vec3 baseColor = vertex_color.rgb * albedo.rgb; + + vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + norm *= gl_FrontFacing ? 1.0 : -1.0; + +#ifdef HAS_SHADOW + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + + vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + float ao = orm.r; + + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear + colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); + irradiance = max(amblit*1.5,irradiance); + + vec3 f0 = vec3(0.04); + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 v = -normalize(pos.xyz); + float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol; + color += colorEmissive; + + vec3 light = vec3(0); + + // Punctual lights +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color.rgb += light.rgb; + + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + + frag_color = vec4(color.rgb,albedo.a * vertex_color.a); +} |