diff options
3 files changed, 73 insertions, 48 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 9405a125fd..1a96ee0736 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -73,6 +73,8 @@ const float M_PI = 3.14159265; const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 light); float calcLegacyDistanceAttenuation(float distance, float falloff) { @@ -506,6 +508,31 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, return color; } +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) +{ + vec3 f0 = vec3(0.04); + diffuseColor = baseColor*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + specularColor = mix(f0, baseColor, metallic); +} + +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 color = vec3(0); + + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color += colorEmissive*0.5; + + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + + return color; +} + uniform vec4 waterPlane; uniform float waterSign; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index d7da50e25e..f5c36be897 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -75,8 +75,6 @@ vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -vec3 scaleSoftClipFragLinear(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); @@ -86,14 +84,23 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, void waterClip(vec3 pos); -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - float perceptualRoughness); +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -201,24 +208,16 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*0.75,irradiance); + // Take maximium of legacy ambient vs irradiance sample as irradiance + // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here + irradiance = max(amblit,irradiance); - vec3 f0 = vec3(0.04); - - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); - diffuseColor *= 1.0 - metallic; - - vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit * scol; - color += colorEmissive*0.5; - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); vec3 light = vec3(0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index eea497bce5..879f4ef510 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -89,14 +89,23 @@ vec3 srgb_to_linear(vec3 c); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - float perceptualRoughness); +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -160,25 +169,15 @@ void main() sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); // Take maximium of legacy ambient vs irradiance sample as irradiance - // NOTE: ao is applied in pbrIbl, do not apply here + // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here irradiance = max(amblit,irradiance); - vec3 f0 = vec3(0.04); - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); - diffuseColor *= 1.0 - metallic; - - vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - - color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit * 2.75 * scol; - color.rgb += colorEmissive*0.5; - - color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { |