diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-17 16:09:11 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-09-17 16:09:11 -0500 |
commit | 29f92451f6dfb95b6d2e7e56d65a07df59ea9afd (patch) | |
tree | 527b75790a6881cf3a1e46ee782982bfdc37a572 /indra/newview | |
parent | b2553fc8b46e44dd74b2840e041b3cf46d2b39fc (diff) |
Cleanup more unused functions and fix spotLightF (whoops)
Diffstat (limited to 'indra/newview')
6 files changed, 8 insertions, 163 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 0b97ee43e3..2989332e98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -24,9 +24,6 @@ */ - - - /* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation MIT License @@ -351,149 +348,6 @@ vec3 hue_to_rgb(float hue) // PBR Utils -vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) -{ - return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); -} - -// Approximate Environment BRDF -vec2 getGGXApprox( vec2 uv ) -{ - // Reference: Physically Based Shading on Mobile - // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - // EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV ) - float nv = uv.x; - float roughness = uv.y; - - const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 ); - const vec4 c1 = vec4( 1, 0.0425, 1.04 , -0.04 ); - vec4 r = roughness * c0 + c1; - float a004 = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y; - vec2 ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw; - return ScaleBias; -} - -#define PBR_USE_GGX_APPROX 1 -vec2 getGGX( vec2 brdfPoint ) -{ -#if PBR_USE_GGX_APPROX - return getGGXApprox( brdfPoint); -#else - return texture2D(GGXLUT, brdfPoint).rg; // TODO: use GGXLUT -#endif -} - - -// Reference: float getRangeAttenuation(float range, float distance) -float getLightAttenuationPointSpot(float range, float distance) -{ -#if 1 - return distance; -#else - float range2 = pow(range, 2.0); - - // support negative range as unlimited - if (range <= 0.0) - { - return 1.0 / range2; - } - - return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2; -#endif -} - -vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance) -{ - float rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance); - return rangeAttenuation * lightColor; -} - -float getLightAttenuationSpot(vec3 spotDirection) -{ - return 1.0; -} - -vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v) -{ - float spotAttenuation = getLightAttenuationSpot(-v); - return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance ); -} - -// NOTE: This is different from the GGX texture -float D_GGX( float nh, float alphaRough ) -{ - float rough2 = alphaRough * alphaRough; - float f = (nh * nh) * (rough2 - 1.0) + 1.0; - return rough2 / (M_PI * f * f); -} - -// NOTE: This is different from the GGX texture -// See: -// Real Time Rendering, 4th Edition -// Page 341 -// Equation 9.43 -// Also see: -// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) -// 4.4.2 Geometric Shadowing (specular G) -float V_GGX( float nl, float nv, float alphaRough ) -{ -#if 1 - // Note: When roughness is zero, has discontuinity in the bottom hemisphere - float rough2 = alphaRough * alphaRough; - float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2); - float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2); - - float ggx = ggxv + ggxl; - if (ggx > 0.0) - { - return 0.5 / ggx; - } - return 0.0; -#else - // See: smithVisibility_GGXCorrelated, V_SmithCorrelated, etc. - float rough2 = alphaRough * alphaRough; - float ggxv = nl * sqrt(nv * (nv - rough2 * nv) + rough2); - float ggxl = nv * sqrt(nl * (nl - rough2 * nl) + rough2); - return 0.5 / (ggxv + ggxl); -#endif - -} - -// NOTE: Assumes a hard-coded IOR = 1.5 -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) -{ - float metal = packedORM.b; - c_diff = mix(diffuse, vec3(0), metal); - float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - reflect0 = vec3(0.04); // -> incidence reflectance 0.04 -// reflect0 = vec3(calcF0(IOR)); - reflect0 = mix(reflect0, diffuse, metal); // reflect at 0 degrees - reflect90 = vec3(1); // reflect at 90 degrees - specWeight = 1.0; - - // When roughness is zero blender shows a tiny specular - float perceptualRough = max(packedORM.g, 0.1); - alphaRough = perceptualRough * perceptualRough; -} - -vec3 BRDFDiffuse(vec3 color) -{ - return color * ONE_OVER_PI; -} - -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) -{ - return (1.0 - fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); -} - -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) -{ - vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel - float vis = V_GGX( nl, nv, alphaRough ); // Visibility - float d = D_GGX( nh, alphaRough ); // Distribution - return fresnel * vis * d; -} - vec2 BRDF(float NoV, float roughness) { return texture(brdfLut, vec2(NoV, roughness)).rg; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 077c985092..aec2a90bda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -98,9 +98,6 @@ vec3 scaleSoftClipFrag(vec3 l); 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); -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); diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 4fbfaf9898..2ee439f61a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -52,15 +52,11 @@ uniform mat4 inv_proj; 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); vec2 getScreenXY(vec4 clip); -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); // Util diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index bcacc44d0b..6424e18079 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -73,18 +73,15 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); 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 colorized_dot(float x); 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); -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 cs); vec4 texture2DLodSpecular(vec2 tc, float lod); diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 1fc80016cb..27fca64ab3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -57,15 +57,11 @@ uniform vec2 screen_res; uniform mat4 inv_proj; 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); vec2 getScreenXY(vec4 clip); -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 787da799a5..c8d45eb429 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -82,17 +82,14 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); 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); 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_point); -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(vec2 tc, float lod); @@ -100,6 +97,13 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; +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() { #if defined(LOCAL_LIGHT_KILL) @@ -147,6 +151,7 @@ void main() vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); + vec3 amb_rgb = vec3(0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl |