diff options
author | Erik Kundiman <erik@megapahit.org> | 2024-07-27 15:17:57 +0800 |
---|---|---|
committer | Erik Kundiman <erik@megapahit.org> | 2024-07-28 08:24:59 +0800 |
commit | 96a81b5ecbe3bffb582ded930752c0523df5e80a (patch) | |
tree | a87a0bd09fd980562e88150dbfea3819d28d9f12 /indra/newview/app_settings/shaders/class2 | |
parent | 06e8f0c443c1ba7858d000c6d695b7e988e02053 (diff) | |
parent | ed73208eb96b862b97fa285036edea1e792ca3c6 (diff) |
Merge remote-tracking branch 'secondlife/release/2024.06-atlasaurus' into 2024.06-atlasaurus
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 30 insertions, 56 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 059c2a64ce..f4a8051427 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -1,24 +1,24 @@ -/** +/** * @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 * $/LicenseInfo$ */ @@ -87,7 +87,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); 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, +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void mirrorClip(vec3 pos); @@ -111,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -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 vec3 l); //surface point to light -vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 p, // pixel position @@ -127,33 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, 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); - - // 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; //magic number to balance with legacy materials - - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); - } - - return color; -} + float lightSize, float falloff, float is_pointlight, float ambiance); void main() { @@ -181,7 +155,7 @@ void main() 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 ); @@ -218,7 +192,7 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); - + vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); @@ -230,7 +204,7 @@ void main() 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); +#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(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) @@ -245,7 +219,7 @@ void main() color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; float a = basecolor.a*vertex_color.a; - + frag_color = max(vec4(color.rgb,a), vec4(0)); } @@ -295,7 +269,7 @@ void main() // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); - + float a = basecolor.a*vertex_color.a; color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 1bd5f5a718..f6c75e6a9c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file sunLightF.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 * $/LicenseInfo$ */ @@ -41,7 +41,7 @@ vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); -void main() +void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); @@ -50,7 +50,7 @@ void main() vec4 col; col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); col.g = 1.0f; - col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen); + col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen); col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen); frag_color = clamp(col, vec4(0), vec4(1)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index e0333b6044..3437ed4b4c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -1,27 +1,27 @@ -/** +/** * @file class2/deferred/sunLightSSAOF.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; @@ -38,7 +38,7 @@ float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen); float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen); float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); -void main() +void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); |