diff options
| author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-10 14:44:22 -0700 | 
|---|---|---|
| committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-10 14:44:22 -0700 | 
| commit | 0ea71a2db2cddb2447a483d926e0cf6be84b344d (patch) | |
| tree | a779b795a7d789227b399b9ead3174fde38e41b4 /indra/newview/app_settings/shaders/class3/deferred | |
| parent | a6d6652ff34953c83436643c9dec7f83e9e4142f (diff) | |
SL-17763: PBR: Add spotlight ambiance to spotlight
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 43 | 
1 files changed, 28 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3b028d9fae..308d045a9b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -84,6 +84,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float  bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );  vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);  vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );  vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);  vec2 getScreenXY(vec4 clip_point); @@ -156,31 +157,43 @@ void main()          vec3 packedORM     = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl          float metal        = packedORM.b; -//        if (proj_tc.x > 0.0 && proj_tc.x < 1.0 -//        &&  proj_tc.y > 0.0 && proj_tc.y < 1.0) -        if (nl > 0.0) +        // 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 +        &&  proj_tc.y > 0.0 && proj_tc.y < 1.0)          { -            vec3 c_diff, reflect0, reflect90; -            float alphaRough, specWeight; -            initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); +            float lit = 0.0; +            float amb_da = 0.0; + +            if (nl > 0.0) +            { +                amb_da += (nl*0.5 + 0.5) * proj_ambiance; +                lit = nl * dist_atten; -            dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); -            slit = getProjectedLightSpecularColor( pos, n ); +                vec3 c_diff, reflect0, reflect90; +                float alphaRough, specWeight; +                initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); -            colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff    , specWeight, vh )); -            colorSpec    = shadow * dist_atten * nl * (slit     + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh )); +                dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); +                slit = getProjectedLightSpecularColor( pos, n ); + +                colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff    , specWeight, vh )); +                colorSpec    = shadow * dist_atten * nl * (slit     + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ));    #if DEBUG_PBR_SPOT_DIFFUSE -            colorDiffuse = dlit.rgb; colorSpec = vec3(0); +                colorDiffuse = dlit.rgb; colorSpec = vec3(0);    #endif    #if DEBUG_PBR_SPOT_SPECULAR -            colorDiffuse = vec3(0); colorSpec = slit.rgb; +                colorDiffuse = vec3(0); colorSpec = slit.rgb;    #endif    #if DEBUG_PBR_SPOT -            colorDiffuse = dlit; colorSpec = vec3(0); -            colorDiffuse *= nl; -            colorDiffuse *= shadow; +                colorDiffuse = dlit; colorSpec = vec3(0); +                colorDiffuse *= nl; +                colorDiffuse *= shadow;    #endif +            } + +            vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); +            colorDiffuse += diffuse.rgb * amb_rgb;          } | 
