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authorSabrina Shanman <cosmic@lindenlab.com>2022-10-17 23:45:05 +0000
committerSabrina Shanman <cosmic@lindenlab.com>2022-10-17 23:45:05 +0000
commit547fc1e6f548dbde3ba8e4d9b61d7504447afa27 (patch)
treeb823291fd507240abab503cd6a51872521b0b27f /indra/newview/app_settings/shaders/class2
parent44687a78625d6ed21a82356b07e9927f8d45f629 (diff)
parent239dc764e66b3cfeb165a304e64f3f5ad756c3e5 (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.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl60
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);