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authorPtolemy <ptolemy@lindenlab.com>2022-08-10 14:51:06 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-10 14:51:06 -0700
commit76ed0860e5c6e8a8c911279ea5d42151b5813ea3 (patch)
tree6475f5a8ebbe36f4f73803d048a420dce8952de0 /indra/newview/app_settings/shaders
parent2f993717dbfda56bcefcbc85312126cb47b0aa9c (diff)
SL-17763: PBR: Add spotlight ambiance to multiSpotLight
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl61
1 files changed, 45 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 371c9d88f4..d061b3984e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -104,6 +104,7 @@ 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);
@@ -185,25 +186,54 @@ 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;
- dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- slit = getProjectedLightSpecularColor( pos, n );
+ if (nl > 0.0)
+ {
+ amb_da += (nl*0.5 + 0.5) * proj_ambiance;
+ lit = nl * dist_atten;
- 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 ));
+ vec3 c_diff, reflect0, reflect90;
+ float alphaRough, specWeight;
+ initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
- #if DEBUG_PBR_SPOT_DIFFUSE
- colorDiffuse = dlit.rgb; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SPOT_SPECULAR
- colorDiffuse = vec3(0); colorSpec = slit.rgb;
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
+ slit = getProjectedLightSpecularColor( pos, n );
+
+ colorDiffuse = shadow * lit * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ));
+ colorSpec = shadow * lit * (slit + 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
+
+ #if DEBUG_SPOT_SPEC_POS
+ colorDiffuse = pos + ref * dot(pdelta, proj_n)/ds; colorSpec = vec3(0);
+ #endif
+ #if DEBUG_SPOT_REFLECTION
+ colorDiffuse = ref; colorSpec = vec3(0);
+ #endif
+
+ }
+
+ vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ colorDiffuse += diffuse.rgb * amb_rgb;
+
+ #if DEBUG_LIGHT_FRUSTUM
+ colorDiffuse = vec3(0,1,0); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT
colorDiffuse = dlit; colorSpec = vec3(0);
@@ -217,7 +247,6 @@ void main()
#if DEBUG_SPOT_REFLECTION
colorDiffuse = ref; colorSpec = vec3(0);
#endif
-
}
#if DEBUG_SPOT_DIFFUSE