diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-24 14:54:25 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-02-24 14:54:25 -0600 |
commit | 86427ec145c7b956ec9ff5d9aa7ddde630cf45e1 (patch) | |
tree | 10cb985632f3bc903efea8c47cde0f22f0e29433 /indra/newview/app_settings | |
parent | 63ae47d8fd479a3cb05ff1d2364d683975e1b052 (diff) |
SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mismatch in legacy alpha vs opaque).
Diffstat (limited to 'indra/newview/app_settings')
6 files changed, 248 insertions, 90 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e71d080fc5..6ab966ae01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -383,7 +383,8 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRough) + float perceptualRough, + out vec3 specContrib) { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); @@ -393,9 +394,24 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + specContrib = specular * ao; + return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics } +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 perceptualRough) +{ + vec3 specContrib; + return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib); +} + + // Encapsulate the various inputs used by the various functions in the shading equation // We store values in this struct to simplify the integration of alternative implementations // of the shading terms, outlined in the Readme.MD Appendix. @@ -460,7 +476,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l) //surface point to light + vec3 l, //surface point to light + out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare") { // make sure specular highlights from punctual lights don't fall off of polished surfaces perceptualRoughness = max(perceptualRoughness, 8.0/255.0); @@ -506,17 +523,30 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float G = geometricOcclusion(pbrInputs); float D = microfacetDistribution(pbrInputs); - const vec3 u_LightColor = vec3(1.0); - // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); - vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + specContrib = F * G * D / (4.0 * NdotL * NdotV); // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) - vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib); + vec3 color = NdotL * (diffuseContrib + specContrib); + + specContrib *= NdotL; + specContrib = max(specContrib, vec3(0)); return color; } +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l) //surface point to light +{ + vec3 specContrib; + + return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib); +} + void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) { vec3 f0 = vec3(0.04); @@ -525,15 +555,19 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor specularColor = mix(f0, baseColor, metallic); } -vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib) { vec3 color = vec3(0); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2); + vec3 ibl_spec; + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol; + specContrib *= sunlit * 2.75 * scol; + specContrib += ibl_spec; + color += colorEmissive*0.5; color = atmosFragLightingLinear(color, additive, atten); @@ -542,6 +576,12 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, return color; } +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 specContrib; + return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib); +} + uniform vec4 waterPlane; uniform float waterSign; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl new file mode 100644 index 0000000000..4b98e6708f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -0,0 +1,49 @@ +/** +* @file materialF.glsl +* +* $LicenseInfo:firstyear=2023&license=viewerlgpl$ +* Second Life Viewer Source Code +* Copyright (C) 2023, Linden Research, Inc. +* +* This library is free software; you can redistribute it and/or +* modify it under the terms of the GNU Lesser General Public +* License as published by the Free Software Foundation; +* version 2.1 of the License only. +* +* This library is distributed in the hope that it will be useful, +* but WITHOUT ANY WARRANTY; without even the implied warranty of +* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +* Lesser General Public License for more details. +* +* You should have received a copy of the GNU Lesser General Public +* License along with this library; if not, write to the Free Software +* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA +* +* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +// debug stub + +#define DIFFUSE_ALPHA_MODE_BLEND 1 + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) +out vec4 frag_color; +#else +out vec4 frag_data[3]; +#endif + +void main() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + frag_color = vec4(0.5, 0, 1, 0.5); +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) +#endif +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl new file mode 100644 index 0000000000..3f3c11517e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -0,0 +1,33 @@ +/** + * @file pbralphaF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + // debug stub + +out vec4 frag_color; + +void main() +{ + frag_color = vec4(1.0, 0, 0.5, 0.5); +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index a95feb8e2f..987b0ca1d5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -107,16 +107,16 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 colorEmissive, float ao, vec3 additive, - vec3 atten); + vec3 atten, + out vec3 specContrib); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l); //surface point to light - -vec2 BRDF(float NoV, float roughness); + vec3 l, //surface point to light + out vec3 specContrib); vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -127,7 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 lp, // light position vec3 ld, // light direction (for spotlights) vec3 lightColor, - float lightSize, float falloff, float is_pointlight, float ambiance) + float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance) { vec3 color = vec3(0,0,0); @@ -149,7 +149,10 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + vec3 speccol; + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); + speccol *= intensity; + glare += max(max(speccol.r, speccol.g), speccol.b); } return color; @@ -158,6 +161,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, void main() { vec3 color = vec3(0,0,0); + float glare = 0.0; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; @@ -224,15 +228,14 @@ void main() vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - - float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); + vec3 spec; + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); + glare += max(max(spec.r, spec.g), spec.b); vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -246,11 +249,10 @@ void main() float a = basecolor.a*vertex_color.a; - vec3 spec = radiance; // *specularColor; - float lum = max(max(spec.r, spec.g), spec.b); - float f = brdf.y; - a += f; + glare = min(glare, 1.0); + a = max(a, glare); + frag_color = vec4(color.rgb,a); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 8d2a65d4a9..48dd8e942e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -92,7 +92,7 @@ uniform vec3 light_diffuse[8]; float getAmbientClamp(); void waterClip(vec3 pos); -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { // SL-14895 inverted attenuation work-around // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct @@ -170,6 +170,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); } } } @@ -218,83 +223,104 @@ VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); -void main() +// get the transformed normal and apply glossiness component from normal map +vec3 getNormal(inout float glossiness) { -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - waterClip(vary_position.xyz); -#endif +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + glossiness *= norm.a; - vec2 pos_screen = vary_texcoord0.xy; + norm.xyz = norm.xyz * 2 - 1; - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; + return normalize(vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2))); +#else + return normalize(vary_normal); +#endif +} -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +vec4 getSpecular() +{ +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + return spec; +} +void alphaMask(float alpha) +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points float bias = 0.001953125; // 1/512, or half an 8-bit quantization - if (diffcol.a < minimum_alpha-bias) + if (alpha < minimum_alpha-bias) { discard; } #endif +} -#ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; -#else - vec4 spec = vec4(specular_color.rgb, 1.0); +void waterClip() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + waterClip(vary_position.xyz); #endif +} -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; +float getEmissive(vec4 diffcol) +{ +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + return emissive_brightness; +#else + return max(diffcol.a, emissive_brightness); +#endif +} - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); +float getShadow(vec3 pos, vec3 norm) +{ +#ifdef HAS_SUN_SHADOW + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy); + #else + return 1; + #endif #else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; + return 1; #endif +} - norm.xyz = normalize(tnorm.xyz); +void main() +{ + waterClip(); - vec2 abnormal = encode_normal(norm.xyz); + // diffcol == diffuse map combined with vertex color + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; - vec4 final_color = diffcol; + alphaMask(diffcol.a); -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif + // spec == specular map combined with specular color + vec4 spec = getSpecular(); + float glossiness = specular_color.a; + vec3 norm = getNormal(glossiness); - vec4 final_specular = spec; - -#ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a * norm.a; -#else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a; -#endif + vec2 abnormal = encode_normal(norm.xyz); + + float emissive = getEmissive(diffcol); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) //forward rendering, output lit linear color diffcol.rgb = srgb_to_linear(diffcol.rgb); - final_specular.rgb = srgb_to_linear(final_specular.rgb); + spec.rgb = srgb_to_linear(spec.rgb); vec3 pos = vary_position; - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif + float shadow = getShadow(pos, norm); - vec4 diffuse = final_color; + vec4 diffuse = diffcol; vec3 color = vec3(0,0,0); @@ -310,7 +336,7 @@ void main() vec3 ambenv; vec3 glossenv; vec3 legacyenv; - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos_screen, pos.xyz, norm.xyz, final_specular.a, env_intensity); + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env_intensity); // use sky settings ambient or irradiance map sample, whichever is brighter color = max(amblit, ambenv); @@ -322,28 +348,37 @@ void main() vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - if (final_specular.a > 0.0) // specular reflection + float glare = 0.0; + + if (glossiness > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r); + vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); // add the two types of shiny together - vec3 spec_contrib = dumbshiny * final_specular.rgb; + vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib) / 6; + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); + color += spec_contrib; - applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz); + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } - color = mix(color.rgb, diffcol.rgb, diffuse.a); + color = mix(color.rgb, diffcol.rgb, emissive); if (env_intensity > 0.0) { // add environmentmap - applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity); + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env_intensity); + + float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b); + cur_glare *= env_intensity*4.0; + glare += cur_glare; } - color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a); + color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive); color.rgb = scaleSoftClipFragLinear(color.rgb); #ifdef WATER_FOG @@ -354,7 +389,7 @@ void main() vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0, 0, 0); -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -366,15 +401,16 @@ void main() color += light; - float al = diffcol.a*vertex_color.a; - + glare = min(glare, 1.0); + float al = max(diffcol.a, glare) * vertex_color.a; + frag_color = vec4(color, al); -#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl - frag_data[0] = final_color; // gbuffer is sRGB for legacy materials - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(encode_normal(norm), env_intensity, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) #endif } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index d9cbae45a6..8229ecbbb7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -37,7 +37,6 @@ uniform sampler2D diffuseRect; uniform sampler2D specularRect; uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl -uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D depthMap; @@ -126,8 +125,7 @@ void main() diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); - float noise = texture2D(noiseMap, tc).b; - float lit = nl * dist_atten * noise; + float lit = nl * dist_atten; final_color = color.rgb*lit*diffuse; |