diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-17 15:48:55 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-09-17 15:48:55 -0500 |
commit | b2553fc8b46e44dd74b2840e041b3cf46d2b39fc (patch) | |
tree | ad6846532a3fc9707e59354d48ecbe3cf8a21885 /indra/newview/app_settings/shaders/class3/deferred | |
parent | 48eea4de0a9304cd25af46defb52cb0adeeb87c4 (diff) |
Fix for spotlights in background not matching foreground. Remove some unused functions.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 55 |
2 files changed, 15 insertions, 41 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 2294418e8a..bcacc44d0b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -74,7 +74,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); 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); vec3 colorized_dot(float x); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f23e9db040..787da799a5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -83,7 +83,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); 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); bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); @@ -150,11 +149,17 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorDiffuse = vec3(0); - vec3 colorSpec = vec3(0); vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl - float metal = packedORM.b; + vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); // 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 @@ -166,46 +171,16 @@ void main() if (nl > 0.0) { amb_da += (nl*0.5 + 0.5) * proj_ambiance; - lit = nl * dist_atten; - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); - slit = getProjectedLightSpecularColor( pos, n ); - float exposure = M_PI; - dlit *= exposure; - slit *= exposure; - - colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); - colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); - colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); - - #if DEBUG_PBR_SPOT_DIFFUSE - colorDiffuse = dlit.rgb; colorSpec = vec3(0); - #endif - #if DEBUG_PBR_SPOT_SPECULAR - colorDiffuse = vec3(0); colorSpec = slit.rgb; - #endif - #if DEBUG_PBR_SPOT - colorDiffuse = dlit; colorSpec = vec3(0); - colorDiffuse *= nl; - colorDiffuse *= shadow; - #endif + vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); } - vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); - colorDiffuse += diffuse.rgb * amb_rgb; - + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); + final_color += diffuse.rgb * amb_rgb; } - - #if DEBUG_PBR_LIGHT_TYPE - colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0); - #endif - - final_color = colorDiffuse + colorSpec; } else { |