diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-17 01:12:52 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-09-17 01:12:52 -0500 |
commit | b2cf07f53ca9f0ab82d466063af8307631c50f31 (patch) | |
tree | b0d9d4709ca926cbb49b53f4483bdf6b5bad62ff /indra/newview/app_settings | |
parent | dc1ed195119d9ccc2b21111ea16663ffce4942c8 (diff) |
WIP - switch PBR implementations
Diffstat (limited to 'indra/newview/app_settings')
9 files changed, 464 insertions, 262 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 652e609718..52345e7e51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -23,9 +23,38 @@ * $/LicenseInfo$ */ + + + + +/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; uniform sampler2D projectionMap; // rgba +uniform sampler2D brdfLut; // projected lighted params uniform mat4 proj_mat; //screen space to light space projector @@ -482,38 +511,227 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe return fresnel * vis * d; } +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * M_PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +#define NUM_SAMPLES 16 + +vec2 BRDF(float NoV, float roughness) +{ +#if 0 + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +#else + return texture(brdfLut, vec2(NoV, roughness)).rg; +#endif +} + // set colorDiffuse and colorSpec to the results of GLTF PBR style IBL -void pbrIbl(out vec3 colorDiffuse, // diffuse color output - out vec3 colorSpec, // specular color output, +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, // roughness factor - float gloss, // 1.0 - roughness factor - vec3 reflect0, // see also: initMaterial - vec3 c_diff) + float perceptualRough) { - // Common to RadianceGGX and RadianceLambertian - vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); - vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 - vec3 fresnelR = max(vec3(gloss), reflect0) - reflect0; // roughness dependent fresnel - vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); - - vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; - colorSpec = radiance * FssEssGGX; + // retrieve a scale and bias to F0. See [1], Figure 3 + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec3 diffuseLight = irradiance; + vec3 specularLight = radiance; - // Reference: getIBLRadianceLambertian fs - vec3 FssEssLambert = kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term - float Ems = 1.0 - (vScaleBias.x + vScaleBias.y); - vec3 avg = (reflect0 + (1.0 - reflect0) / 21.0); - vec3 AvgEms = avg * Ems; - vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); - vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms); - colorDiffuse = (FmsEms + kDiffuse) * irradiance; + vec3 diffuse = diffuseLight * diffuseColor; + vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + + + return (diffuse + specular) * ao; +} + +// 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. +struct PBRInfo +{ + float NdotL; // cos angle between normal and light direction + float NdotV; // cos angle between normal and view direction + float NdotH; // cos angle between normal and half vector + float LdotH; // cos angle between light direction and half vector + float VdotH; // cos angle between view direction and half vector + float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) + float metalness; // metallic value at the surface + vec3 reflectance0; // full reflectance color (normal incidence angle) + vec3 reflectance90; // reflectance color at grazing angle + float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) + vec3 diffuseColor; // color contribution from diffuse lighting + vec3 specularColor; // color contribution from specular lighting +}; + +// Basic Lambertian diffuse +// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog +// See also [1], Equation 1 +vec3 diffuse(PBRInfo pbrInputs) +{ + return pbrInputs.diffuseColor / M_PI; +} + +// The following equation models the Fresnel reflectance term of the spec equation (aka F()) +// Implementation of fresnel from [4], Equation 15 +vec3 specularReflection(PBRInfo pbrInputs) +{ + return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); +} + +// This calculates the specular geometric attenuation (aka G()), +// where rougher material will reflect less light back to the viewer. +// This implementation is based on [1] Equation 4, and we adopt their modifications to +// alphaRoughness as input as originally proposed in [2]. +float geometricOcclusion(PBRInfo pbrInputs) +{ + float NdotL = pbrInputs.NdotL; + float NdotV = pbrInputs.NdotV; + float r = pbrInputs.alphaRoughness; + + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + return attenuationL * attenuationV; +} + +// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) +// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz +// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. +float microfacetDistribution(PBRInfo pbrInputs) +{ + float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; + float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; + return roughnessSq / (M_PI * f * f); +} + +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 +{ + float alphaRoughness = perceptualRoughness * perceptualRoughness; + + // Compute reflectance. + float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); + + // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. + // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. + float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + vec3 specularEnvironmentR0 = specularColor.rgb; + vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; + + vec3 h = normalize(l+v); // Half vector between both l and v + vec3 reflection = -normalize(reflect(v, n)); + reflection.y *= -1.0f; + + float NdotL = clamp(dot(n, l), 0.001, 1.0); + float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); + float NdotH = clamp(dot(n, h), 0.0, 1.0); + float LdotH = clamp(dot(l, h), 0.0, 1.0); + float VdotH = clamp(dot(v, h), 0.0, 1.0); + + PBRInfo pbrInputs = PBRInfo( + NdotL, + NdotV, + NdotH, + LdotH, + VdotH, + perceptualRoughness, + metallic, + specularEnvironmentR0, + specularEnvironmentR90, + alphaRoughness, + diffuseColor, + specularColor + ); + + // Calculate the shading terms for the microfacet specular shading model + vec3 F = specularReflection(pbrInputs); + 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); + // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) + vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib); - colorDiffuse *= ao; - colorSpec *= ao; + return color; } void pbrDirectionalLight(inout vec3 colorDiffuse, @@ -529,7 +747,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse, float nv, float nh) { - float scale = 16.0; + float scale = 32.0; vec3 sunColor = sunlit * scale; // scol = sun shadow diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl new file mode 100644 index 0000000000..f3896191fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -0,0 +1,141 @@ +/** + * @file class1/deferred/genbrdflut.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/* Taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +/*[EXTRA_CODE_HERE]*/ + +VARYING vec2 vary_uv; + +out vec4 outColor; + +#define NUM_SAMPLES 1024 + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +vec2 BRDF(float NoV, float roughness) +{ + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +} + +void main() +{ + outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl new file mode 100644 index 0000000000..682244478b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -0,0 +1,39 @@ +/** + * @file class3\deferred\genbrdflutV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec2 vary_uv; + +void main() +{ + //transform vertex + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_uv = position.xy*0.5+0.5; + + gl_Position = vec4(position.xyz, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 9d3339f607..ae542f5a1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -120,7 +120,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse, float nv, float nh); -void pbrIbl(out vec3 colorDiffuse, // diffuse color output +/*void pbrIbl(out vec3 colorDiffuse, // diffuse color output out vec3 colorSpec, // specular color output, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample @@ -129,7 +129,7 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output float perceptualRough, // roughness factor float gloss, // 1.0 - roughness factor vec3 reflect0, - vec3 c_diff); + vec3 c_diff);*/ // lp = light position // la = linear attenuation, light radius @@ -255,7 +255,7 @@ void main() sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); irradiance = max(amblit,irradiance) * ambocc; - pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + //pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); // Sun/Moon Lighting if (nl > 0.0 || nv > 0.0) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index d8175aa260..3b57821758 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -112,7 +112,7 @@ void main() if (dist <= 1.0 && nl > 0.0) { float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * nl * lightColor; + vec3 intensity = dist_atten * nl * lightColor * 2.0; colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index bc4b4eb7e1..cabc175da9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -28,40 +28,6 @@ /*[EXTRA_CODE_HERE]*/ -#define DEBUG_ANY_LIGHT_TYPE 0 // Output blue light cone -#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in blue -#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object -#define DEBUG_PBR_SPOT 0 -#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit -#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit - -#define DEBUG_LIGHT_FRUSTUM 0 // If projected light effects a surface -#define DEBUG_AMBIANCE_COLOR 0 // calculated ambiance color -#define DEBUG_AMBIANCE_AOE 0 // area of effect using inverse ambiance color -#define DEBUG_AMBIANCE_FINAL 0 // light color * ambiance color -#define DEBUG_NOISE 0 // monochrome noise -#define DEBUG_SHADOW 0 // Show inverted shadow -#define DEBUG_SPOT_DIFFUSE 0 // dot(n,l) * dist_atten -#define DEBUG_SPOT_NL 0 // monochome area effected by light -#define DEBUG_SPOT_SPEC_POS 0 -#define DEBUG_SPOT_REFLECTION 0 // color: pos reflected along n -#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight - -#define DEBUG_PBR_LIGHT_H 0 // Half vector -#define DEBUG_PBR_LIHGT_L 0 // Light vector -#define DEBUG_PBR_LIGHT_NH 0 // colorized dot(n,h) -#define DEBUG_PBR_LIGHT_NL 0 // colorized dot(n,l) -#define DEBUG_PBR_LIGHT_NV 0 // colorized dot(n,v) -#define DEBUG_PBR_LIGHT_VH 0 // colorized dot(v,h) -#define DEBUG_PBR_LIGHT_DIFFUSE_COLOR 0 // non PBR spotlight -#define DEBUG_PBR_LIGHT_SPECULAR_COLOR 0 // non PBR spotlight -#define DEBUG_PBR_LIGHT_INTENSITY 0 // Light intensity -#define DEBUG_PBR_LIGHT_INTENSITY_NL 0 // Light intensity * dot(n,l) -#define DEBUG_PBR_LIGHT_BRDF_DIFFUSE 0 // like "fullbright" if no "nl" factor -#define DEBUG_PBR_LIGHT_BRDF_SPECULAR 0 -#define DEBUG_PBR_LIGHT_BRDF_FINAL 0 // BRDF Diffuse + BRDF Specular - - #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -211,93 +177,13 @@ void main() colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); colorSpec += shadow * lit * 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 } amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); colorDiffuse += diffuse.rgb * amb_rgb; - #if DEBUG_AMBIANCE_FINAL - colorDiffuse = diffuse.rgb * amb_rgb; colorSpec = vec3(0); - #endif - #if DEBUG_LIGHT_FRUSTUM - colorDiffuse = vec3(0,1,0); colorSpec = vec3(0); - #endif - #if DEBUG_NOISE - float noise = texture2D(noiseMap, tc/128.0).b; - colorDiffuse = vec3(noise); colorSpec = vec3(0); - #endif } - #if DEBUG_PBR_LIGHT_TYPE - colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0); - #endif - - #if DEBUG_PBR_LIGHT_H - colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIHGT_L - colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_NH - colorDiffuse = colorized_dot(nh); colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_NL - colorDiffuse = colorized_dot(nl); colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_NV - colorDiffuse = colorized_dot(nv); colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_VH - colorDiffuse = colorized_dot(vh); colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_DIFFUSE_COLOR - colorDiffuse = dlit; - #endif - #if DEBUG_PBR_LIGHT_SPECULAR_COLOR - colorDiffuse = slit; - #endif - #if DEBUG_PBR_LIGHT_INTENSITY - colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ); colorSpec = vec3(0); -// colorDiffuse = nl * dist_atten; - #endif - #if DEBUG_PBR_LIGHT_INTENSITY_NL - colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ) * nl; colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_BRDF_DIFFUSE - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - - colorDiffuse = BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); - colorSpec = vec3(0); - #endif - #if DEBUG_PBR_LIGHT_BRDF_SPECULAR - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - - colorDiffuse = vec3(0); - colorSpec = BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); - #endif - #if DEBUG_PBR_LIGHT_BRDF_FINAL - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - colorDiffuse = nl * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); - colorSpec = nl * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); - #endif - final_color = colorDiffuse + colorSpec; } else @@ -326,9 +212,6 @@ void main() amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); final_color += diffuse.rgb * amb_rgb; -#if DEBUG_LEG_LIGHT_TYPE - final_color = vec3(0,0,0.5); -#endif } if (spec.a > 0.0) @@ -376,58 +259,8 @@ void main() } } } - #if DEBUG_SPOT_REFLECTION - final_color = ref; - #endif - } - -#if DEBUG_LIGHT_FRUSTUM - if (proj_tc.x > 0.0 && proj_tc.x < 1.0 - && proj_tc.y > 0.0 && proj_tc.y < 1.0) - { - final_color = vec3(0,0,1); } -#endif - } - -#if DEBUG_AMBIANCE_AOE - if (proj_tc.x > 0.0 && proj_tc.x < 1.0 - && proj_tc.y > 0.0 && proj_tc.y < 1.0) - { - final_color = 1.0 - amb_rgb; - } -#endif -#if DEBUG_AMBIANCE_COLOR - if (proj_tc.x > 0.0 && proj_tc.x < 1.0 - && proj_tc.y > 0.0 && proj_tc.y < 1.0) - { - final_color = amb_rgb; } -#endif -#if DEBUG_SHADOW - final_color = 1.0 - vec3(shadow); -#endif -#if DEBUG_SPOT_DIFFUSE - final_color = vec3(nl * dist_atten); -#endif -#if DEBUG_SPOT_NL - final_color =vec3(nl); -#endif -#if DEBUG_SPOT_SPEC_POS - vec3 ref = reflect(normalize(pos), n); - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - final_color = pos + ref * dot(pdelta, proj_n)/ds; -#endif -#if DEBUG_SPOT_REFLECTION - final_color = reflect(normalize(pos), n); -#endif -#if DEBUG_SPOT_ZERO - final_color = vec3(0,0,0); -#endif -#if DEBUG_ANY_LIGHT_TYPE - final_color = vec3(0,0,0.3333); -#endif //not sure why, but this line prevents MATBUG-194 final_color = max(final_color, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 509f9f6dd0..0472f08852 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -109,7 +109,7 @@ void main() if (nl > 0.0) { - vec3 intensity = dist_atten * nl * lightColor; // Legacy attenuation + vec3 intensity = dist_atten * nl * lightColor * 2.0; // Legacy attenuation colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 3ff039261b..37fe5f53a2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -524,14 +524,14 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l vec3 pos, vec3 norm, float glossiness, float envIntensity) { // TODO - don't hard code lods - float reflection_lods = 8; + float reflection_lods = 7; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); ambenv = sampleProbeAmbient(pos, norm); - if (glossiness > 0.0) + //if (glossiness > 0.0) { float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 1a7e11a1cd..6dd140bff3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -89,34 +89,21 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif // PBR interface -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); -void initMaterial( vec3 diffuse, vec3 packedORM, - out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); -// perform PBR image based lighting according to GLTF spec -// all parameters are in linear space -void pbrIbl(out vec3 colorDiffuse, // diffuse color output - out vec3 colorSpec, // specular color output, +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor - float nv, - float perceptualRough, // roughness factor - float gloss, // 1.0 - roughness factor - vec3 reflect0, - vec3 c_diff); - -void pbrDirectionalLight(inout vec3 colorDiffuse, - inout vec3 colorSpec, - vec3 sunlit, - float scol, - vec3 reflect0, - vec3 reflect90, - vec3 c_diff, - float alphaRough, - float vh, - float nl, - float nv, - float nh); + float nv, // normal dot view vector + float perceptualRoughness); + +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 + void main() { @@ -160,51 +147,34 @@ void main() bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR); if (hasPBR) { - // 5.22.2. material.pbrMetallicRoughness.baseColorTexture - // The first three components (RGB) MUST be encoded with the sRGB transfer function. - // - // 5.19.7. material.emissiveTexture - // This texture contains RGB components encoded with the sRGB transfer function. - // - // 5.22.5. material.pbrMetallicRoughness.metallicRoughnessTexture - // These values MUST be encoded with a linear transfer function. - - vec3 colorDiffuse = vec3(0); - vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 colorSpec = vec3(0); - - vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl - float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - float ao = packedORM.r; - float metal = packedORM.b; - vec3 v = -normalize(pos.xyz); - vec3 n = norm.xyz; - - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); - - float perceptualRough = packedORM.g; // NOTE: do NOT clamp here to be consistent with Blender, Blender is wrong and Substance is right - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse.rgb, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); + vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + float perceptualRoughness = orm.g; + float metallic = orm.b; + float ao = orm.r * ambocc; - float gloss = 1.0 - perceptualRough; + vec3 colorEmissive = texture2DRect(specularRect, tc).rgb; //specularRect is sRGB sampler, result is in linear space + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); - irradiance = max(amblit,irradiance) * ambocc; + irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0; - pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; - // Add in sun/moon punctual light - if (nl > 0.0 || nv > 0.0) - { - pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh); - } + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); - color.rgb = colorDiffuse + colorEmissive + colorSpec; + vec3 v = -normalize(pos.xyz); + float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + + color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*8.0 * scol; + color.rgb += colorEmissive; color = linear_to_srgb(color); color *= atten.r; @@ -212,6 +182,7 @@ void main() color = scaleSoftClipFrag(color); color = srgb_to_linear(color); + frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results } else |