diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2024-11-25 20:56:03 -0500 |
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committer | GitHub <noreply@github.com> | 2024-11-25 20:56:03 -0500 |
commit | d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (patch) | |
tree | 0005e8ec095fb31dcd4f8b079af585e3333c365f /indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | |
parent | 7ef6e8fce763eb529ed160ea4ff11e6125e32ed5 (diff) |
Drop emissive on old Intel GPUs (#3110)
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth.
* #3135 Add a "vintage" mode for slower GPUs
* #2719 Fix for skies being overbrightened
* #2632 Do not apply tonemapping on legacy skies
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 36 |
1 files changed, 23 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index bc4d36d10d..78db8ccf5b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -27,9 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2D lightMap; uniform sampler2D lightFunc; @@ -80,12 +77,17 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos); void main() { @@ -118,8 +120,9 @@ void main() shadow = clamp(shadow, 0.0, 1.0); } - vec4 norm = getNorm(tc); - vec3 n = norm.xyz; + GBufferInfo gb = getGBuffer(tc); + + vec3 n = gb.normal; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) @@ -132,14 +135,14 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture(diffuseRect, tc).rgb; - vec4 spec = texture(specularRect, tc); + vec3 diffuse = gb.albedo.rgb; + vec4 spec = gb.specular; vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); vec3 amb_rgb = vec3(0); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { vec3 orm = spec.rgb; float perceptualRoughness = orm.g; @@ -151,6 +154,8 @@ void main() diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied if (proj_tc.x > 0.0 && proj_tc.x < 1.0 @@ -168,16 +173,21 @@ void main() dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials - final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance - final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += amb_rgb * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } } else { - float envIntensity = texture(emissiveRect, tc).r; + float envIntensity = gb.envIntensity; diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); |