diff options
author | Sabrina Shanman <cosmic@lindenlab.com> | 2022-10-17 23:45:05 +0000 |
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committer | Sabrina Shanman <cosmic@lindenlab.com> | 2022-10-17 23:45:05 +0000 |
commit | 547fc1e6f548dbde3ba8e4d9b61d7504447afa27 (patch) | |
tree | b823291fd507240abab503cd6a51872521b0b27f /indra/newview/app_settings/shaders/class2 | |
parent | 44687a78625d6ed21a82356b07e9927f8d45f629 (diff) | |
parent | 239dc764e66b3cfeb165a304e64f3f5ad756c3e5 (diff) |
Merged in SL-18340 (pull request #1158)
SL-18340: Fix PBR alpha materials treating spotlight as point light
Approved-by: Dave Parks
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 60 |
2 files changed, 34 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index d211064701..e255c78b86 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif @@ -191,7 +191,7 @@ void main() float shadow = 1.0f; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 922da0c441..b39f834e41 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -44,7 +44,7 @@ uniform vec3 moon_dir; out vec4 frag_color; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW VARYING vec3 vary_fragcoord; uniform vec2 screen_res; #endif @@ -75,8 +75,6 @@ vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -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); @@ -86,14 +84,23 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, void waterClip(vec3 pos); -// 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); +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -126,7 +133,12 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * lightColor * 3.0; + // spotlight coefficient. + float spot = max(dot(-ld, lv), is_pointlight); + // spot*spot => GL_SPOT_EXPONENT=2 + float spot_atten = spot*spot; + + vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } @@ -174,7 +186,7 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); @@ -196,24 +208,16 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*0.75,irradiance); - - vec3 f0 = vec3(0.04); - - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); - diffuseColor *= 1.0 - metallic; + // Take maximium of legacy ambient vs irradiance sample as irradiance + // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here + irradiance = max(amblit,irradiance); - vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); 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 * scol; - color += colorEmissive*0.5; - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); vec3 light = vec3(0); |