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authorCosmic Linden <cosmic@lindenlab.com>2022-10-13 16:59:34 -0700
committerCosmic Linden <cosmic@lindenlab.com>2022-10-13 16:59:34 -0700
commit982e2bcbeaa3a56a884ecb168dc655dc6413465c (patch)
tree0556ffbbf12656b99f43bf5fbef8c17d12c39c6e /indra/newview/app_settings/shaders/class3
parent8a82305068f68ae4075be7ff86b5b4af8a71e5c3 (diff)
SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLight
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl45
1 files changed, 22 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index eea497bce5..879f4ef510 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -89,14 +89,23 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
-// PBR interface
-vec3 pbrIbl(vec3 diffuseColor,
- vec3 specularColor,
- vec3 radiance, // radiance map sample
- vec3 irradiance, // irradiance map sample
- float ao, // ambient occlusion factor
- float nv, // normal dot view vector
- float perceptualRoughness);
+void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
+
+vec3 pbrBaseLight(vec3 diffuseColor,
+ vec3 specularColor,
+ float metallic,
+ vec3 pos,
+ vec3 norm,
+ float perceptualRoughness,
+ vec3 light_dir,
+ vec3 sunlit,
+ float scol,
+ vec3 radiance,
+ vec3 irradiance,
+ vec3 colorEmissive,
+ float ao,
+ vec3 additive,
+ vec3 atten);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
@@ -160,25 +169,15 @@ void main()
sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
// Take maximium of legacy ambient vs irradiance sample as irradiance
- // NOTE: ao is applied in pbrIbl, do not apply here
+ // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
irradiance = max(amblit,irradiance);
- vec3 f0 = vec3(0.04);
- vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
- diffuseColor *= 1.0 - metallic;
-
- vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+ vec3 diffuseColor;
+ vec3 specularColor;
+ calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
- float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
-
- color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit * 2.75 * scol;
- color.rgb += colorEmissive*0.5;
-
- color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
-
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{