diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-09-11 21:07:34 -0700 |
---|---|---|
committer | Ptolemy <ptolemy@lindenlab.com> | 2022-09-11 21:13:07 -0700 |
commit | b0a9044240df88df613dcf134bfb080912864e9f (patch) | |
tree | bf5a4ef8e493ef55ecdbbfdddc468761346e6a3f /indra/newview | |
parent | e488c87532ad9e8cc0e6d34ecf647fe719f2ba6a (diff) |
SL-17701: PBR: Fix alpha blended objects not receving Sun shadow.
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 21 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 16 |
2 files changed, 26 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index c14a30ef39..1533d1dcb0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -76,10 +76,15 @@ uniform vec3 moon_dir; #endif #endif +#ifdef HAS_SHADOW + VARYING vec3 vary_fragcoord; + uniform vec2 screen_res; +#endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; + #ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; VARYING vec3 vary_mat0; @@ -116,6 +121,7 @@ float calcLegacyDistanceAttenuation(float distance, float falloff); vec2 getGGX( vec2 brdfPoint ); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); @@ -164,15 +170,8 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; -#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; -#else float scol = 1.0; float ambocc = 1.0; -#endif vec3 sunlit; vec3 amblit; @@ -211,6 +210,12 @@ void main() tnorm = normalize(tnorm.xyz); norm.xyz = tnorm.xyz; +#if HAS_SHADOW + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + // RGB = Occlusion, Roughness, Metal // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in // occlusion 1.0 @@ -308,7 +313,7 @@ irradiance = vec3(amblit); vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, 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 += scol * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 8cc3c11fa1..e0672f09e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -46,6 +46,11 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; +#ifdef HAS_SHADOW +VARYING vec3 vary_fragcoord; +uniform float near_clip; +#endif + ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; @@ -82,12 +87,17 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif - gl_Position = projection_matrix*vec4(pos,1.0); + vec4 vert = projection_matrix * vec4(pos,1.0); #else //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - + gl_Position = vert; + +#if HAS_SHADOW + vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #ifdef HAS_NORMAL_MAP |