diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-17 11:04:50 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-17 11:04:50 -0500 |
commit | 69ee8337026e4fc77205d501635822fc44989f62 (patch) | |
tree | ab1c6051ea4a0ce9200d4d6f39f9b87a476a653c /indra | |
parent | a32125bc0edcc583b185c08af0df1988855c0bac (diff) |
WIP - multiSpotLightF uses proper PBR shading, alpha is broken but pushing now in case my hard drive melts
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 44 |
1 files changed, 21 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index cabc175da9..2294418e8a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -93,6 +93,13 @@ 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) @@ -144,11 +151,17 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorDiffuse = vec3(0); - 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 metal = packedORM.b; + 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; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied if (proj_tc.x > 0.0 && proj_tc.x < 1.0 @@ -160,31 +173,16 @@ void main() if (nl > 0.0) { amb_da += (nl*0.5 + 0.5) * proj_ambiance; - lit = nl * dist_atten; - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); - slit = getProjectedLightSpecularColor( pos, n ); - - float exposure = M_PI; - dlit *= exposure; - slit *= exposure; - - colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); - 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 ); + vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); } amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); - colorDiffuse += diffuse.rgb * amb_rgb; - + final_color += diffuse.rgb * amb_rgb; } - - final_color = colorDiffuse + colorSpec; } else { |