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authorDave Parks <davep@lindenlab.com>2022-09-17 11:04:50 -0500
committerDave Parks <davep@lindenlab.com>2022-09-17 11:04:50 -0500
commit69ee8337026e4fc77205d501635822fc44989f62 (patch)
treeab1c6051ea4a0ce9200d4d6f39f9b87a476a653c /indra
parenta32125bc0edcc583b185c08af0df1988855c0bac (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.glsl44
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
{