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authorPtolemy <ptolemy@lindenlab.com>2022-07-14 18:12:19 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-07-14 18:12:19 -0700
commit32efb52cd1d7b3f4907efb1b4f8dc151e8a1a5d0 (patch)
tree2dd72d172e73237d6aea6db88d722ad0d2c2ca29 /indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
parent2e1c9046dc48208c5bc86dfec8c7d4f0fc294b48 (diff)
SL-17764: PBR: Add light shaders to class 3 deferred
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl145
1 files changed, 145 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
new file mode 100644
index 0000000000..10d8c5e87f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -0,0 +1,145 @@
+/**
+ * @file class3\deferred\pointLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2DRect depthMap;
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+// light params
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+uniform vec4 viewport;
+
+void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getPosition(vec2 pos_screen);
+vec2 getScreenXY(vec4 clip);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+ vec3 final_color = vec3(0);
+ vec2 tc = getScreenXY(vary_fragcoord);
+ vec3 pos = getPosition(tc).xyz;
+
+ vec3 lv = trans_center.xyz-pos;
+ float dist = length(lv);
+ if (dist >= size)
+ {
+ discard;
+ }
+ dist /= size;
+
+ float envIntensity;
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+ float da = dot(n, lv);
+ if (da < 0.0)
+ {
+ discard;
+ }
+
+ lv = normalize(lv);
+ da = dot(n, lv);
+
+ float noise = texture2D(noiseMap, tc/128.0).b;
+
+ vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+ vec4 spec = texture2DRect(specularRect, tc);
+
+ // Common half vectors calcs
+ vec3 v = -normalize(pos);
+ vec3 h = normalize(lv + v);
+ float nh, nv, vh;
+ calcHalfVectors(h, n, v, nh, nv, vh);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 colorDiffuse = vec3(0);
+ vec3 colorSpec = vec3(0);
+
+ final_color = colorDiffuse + colorSpec;
+ }
+ else
+ {
+ float fa = falloff+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ float lit = da * dist_atten * noise;
+
+ final_color = color.rgb*lit*diffuse;
+
+ if (spec.a > 0.0)
+ {
+ lit = min(da*6.0, 1.0) * dist_atten;
+
+ float sa = nh;
+ float fres = pow(1 - dot(h, v), 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ final_color += lit*scol*color.rgb*spec.rgb;
+ }
+ }
+
+ if (dot(final_color, final_color) <= 0.0)
+ {
+ discard;
+ }
+ }
+
+ frag_color.rgb = final_color;
+ frag_color.a = 0.0;
+}