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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl105
1 files changed, 62 insertions, 43 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 4de6b9609c..85691ae9b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -80,38 +80,63 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
return mix( mix(samples[3], samples[2], alpha2), mix(samples[1], samples[0], alpha1), alphaFinal );
}
-vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
+vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec3[4] samples;
- samples[0] = srgb_to_linear(texture2D(tex0, texcoord).xyz);
- samples[1] = srgb_to_linear(texture2D(tex1, texcoord).xyz);
- samples[2] = srgb_to_linear(texture2D(tex2, texcoord).xyz);
- samples[3] = srgb_to_linear(texture2D(tex3, texcoord).xyz);
+ samples[0] = texture2D(tex0, texcoord).xyz;
+ samples[1] = texture2D(tex1, texcoord).xyz;
+ samples[2] = texture2D(tex2, texcoord).xyz;
+ samples[3] = texture2D(tex3, texcoord).xyz;
+ samples[0] = srgb_to_linear(samples[0]);
+ samples[1] = srgb_to_linear(samples[1]);
+ samples[2] = srgb_to_linear(samples[2]);
+ samples[3] = srgb_to_linear(samples[3]);
+ samples[0] *= factors[0];
+ samples[1] *= factors[1];
+ samples[2] *= factors[2];
+ samples[3] *= factors[3];
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
-vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
+vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec4[4] samples;
samples[0] = texture2D(tex0, texcoord);
samples[1] = texture2D(tex1, texcoord);
samples[2] = texture2D(tex2, texcoord);
samples[3] = texture2D(tex3, texcoord);
- // TODO: Why is this needed for pbropaqueF but not here? (and is there different behavior with base color vs emissive color, that also needs to be corrected?)
- //samples[0].xyz = srgb_to_linear(samples[0].xyz);
- //samples[1].xyz = srgb_to_linear(samples[1].xyz);
- //samples[2].xyz = srgb_to_linear(samples[2].xyz);
- //samples[3].xyz = srgb_to_linear(samples[3].xyz);
+ samples[0].xyz = srgb_to_linear(samples[0].xyz);
+ samples[1].xyz = srgb_to_linear(samples[1].xyz);
+ samples[2].xyz = srgb_to_linear(samples[2].xyz);
+ samples[3].xyz = srgb_to_linear(samples[3].xyz);
+ samples[0] *= factors[0];
+ samples[1] *= factors[1];
+ samples[2] *= factors[2];
+ samples[3] *= factors[3];
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
-vec4 sample_and_mix_vector(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
+vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
- vec4[4] samples;
- samples[0] = texture2D(tex0, texcoord);
- samples[1] = texture2D(tex1, texcoord);
- samples[2] = texture2D(tex2, texcoord);
- samples[3] = texture2D(tex3, texcoord);
+ vec3[4] samples;
+ samples[0] = texture2D(tex0, texcoord).xyz;
+ samples[1] = texture2D(tex1, texcoord).xyz;
+ samples[2] = texture2D(tex2, texcoord).xyz;
+ samples[3] = texture2D(tex3, texcoord).xyz;
+ samples[0] *= factors[0];
+ samples[1] *= factors[1];
+ samples[2] *= factors[2];
+ samples[3] *= factors[3];
+ return terrain_mix(samples, alpha1, alpha2, alphaFinal);
+}
+
+vec3 sample_and_mix_vector3_no_scale(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
+{
+ vec3[4] samples;
+ samples[0] = texture2D(tex0, texcoord).xyz;
+ samples[1] = texture2D(tex1, texcoord).xyz;
+ samples[2] = texture2D(tex2, texcoord).xyz;
+ samples[3] = texture2D(tex3, texcoord).xyz;
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
@@ -124,23 +149,30 @@ void main()
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
- vec4 base_color = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color);
+ vec4 col = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, baseColorFactors, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color);
float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal);
- if (base_color.a < minimum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
- vec4 normal_texture = sample_and_mix_vector(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal);
- vec4 metallic_roughness = sample_and_mix_vector(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness);
- vec3 emissive_texture = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive);
+ vec3 normal_texture = sample_and_mix_vector3_no_scale(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal);
- vec4 baseColorFactor = terrain_mix(baseColorFactors, alpha1, alpha2, alphaFinal);
- float metallicFactor = terrain_mix(metallicFactors, alpha1, alpha2, alphaFinal);
- float roughnessFactor = terrain_mix(roughnessFactors, alpha1, alpha2, alphaFinal);
- vec3 emissiveColor = terrain_mix(emissiveColors, alpha1, alpha2, alphaFinal);
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3 spec = sample_and_mix_vector3(alpha1, alpha2, alphaFinal, terrain_texcoord, orm_factors, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness);
- vec3 col = baseColorFactor.rgb * srgb_to_linear(base_color.rgb);
+ vec3 emissive = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, emissiveColors, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive);
+
+ float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal);
// from mikktspace.com
vec3 vNt = normal_texture.xyz*2.0-1.0;
@@ -151,25 +183,12 @@ void main()
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
- // RGB = Occlusion, Roughness, Metal
- // default values, see LLViewerTexture::sDefaultPBRORMImagep
- // occlusion 1.0
- // roughness 0.0
- // metal 0.0
- vec3 spec = metallic_roughness.rgb;
-
- spec.g *= roughnessFactor;
- spec.b *= metallicFactor;
-
- vec3 emissive = emissiveColor;
- emissive *= emissive_texture.rgb;
-
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
- frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
- frag_data[1] = max(vec4(spec.rgb,baseColorFactor.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(encode_normal(tnorm), baseColorFactor.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
}