diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-24 17:21:32 -0700 |
---|---|---|
committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-24 17:21:32 -0700 |
commit | becdf08d0f79a1a676fdc51d5c889dbab5954832 (patch) | |
tree | e0c14fb1b59cd1e23fa2a81c31030f8518944eab /indra/newview/app_settings/shaders | |
parent | 5b7d8b61e0720aee1ef6c7d6e44ada87ca556d54 (diff) |
SL-17702: PBR: Use legacy attenuation for point lights
Diffstat (limited to 'indra/newview/app_settings/shaders')
3 files changed, 26 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index d1b9418ee9..a49713afce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,6 +48,14 @@ const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); +float calcLegacyDistanceAttenuation(float distance, float falloff) +{ + float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + return dist_atten; +} + // In: // lv unnormalized surface to light vector // n normal of the surface diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index d8e1bba5d8..98a03c2aaa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -60,6 +60,7 @@ VARYING vec4 vary_fragcoord; 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 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance); vec4 getPosition(vec2 pos_screen); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); @@ -108,12 +109,11 @@ void main() if (nl > 0.0) { float dist = lightDist / lightSize; - float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); - dist_atten *= dist_atten; - dist_atten *= 2.0; - vec3 intensity = dist_atten * getLightIntensityPoint(lightColor, lightSize, lightDist); - colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * nl * lightColor; + colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); + colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } } @@ -146,13 +146,7 @@ void main() calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); float fa = light_col[i].a + 1.0; - float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - + float dist_atten = calcLegacyDistanceAttenuation(dist, fa); dist_atten *= noise; float lit = nl * dist_atten; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index a1298a8409..d65a53b6d3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -65,6 +65,7 @@ uniform vec4 viewport; 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 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec4 getPosition(vec2 pos_screen); @@ -91,10 +92,12 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + if (lightDist >= size) + { + discard; + } float dist = lightDist / size; - float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { @@ -102,6 +105,8 @@ void main() 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 lightSize = size; + vec3 lightColor = color; vec3 c_diff, reflect0, reflect90; float alphaRough, specWeight; @@ -109,26 +114,18 @@ void main() if (nl > 0.0) { - vec3 intensity = dist_atten * getLightIntensityPoint(color, size, lightDist); - colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); + vec3 intensity = dist_atten * nl * lightColor; // Legacy attenuation + colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); + colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } #if DEBUG_PBR_LIGHT_TYPE colorDiffuse = vec3(0,0,0.5); colorSpec = vec3(0); #endif - final_color = colorDiffuse + colorSpec; } else { - float dist = lightDist; - if (dist >= size) - { - discard; - } - dist /= size; - if (nl < 0.0) { discard; |