diff options
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 6 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.h | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl | 28 |
3 files changed, 23 insertions, 17 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 89f39d7011..b2c8255d2a 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1447,6 +1447,12 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("detail_2_emissive"); mReservedUniforms.push_back("detail_3_emissive"); + mReservedUniforms.push_back("baseColorFactors"); + mReservedUniforms.push_back("metallicFactors"); + mReservedUniforms.push_back("roughnessFactors"); + mReservedUniforms.push_back("emissiveColors"); + mReservedUniforms.push_back("minimum_alphas"); + mReservedUniforms.push_back("origin"); mReservedUniforms.push_back("display_gamma"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index b43ccf2ec2..151e94093d 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -268,6 +268,12 @@ public: TERRAIN_DETAIL2_EMISSIVE, // "detail_2_emissive" (GLTF) TERRAIN_DETAIL3_EMISSIVE, // "detail_3_emissive" (GLTF) + TERRAIN_BASE_COLOR_FACTORS, // "baseColorFactors" (GLTF) + TERRAIN_METALLIC_FACTORS, // "metallicFactors" (GLTF) + TERRAIN_ROUGHNESS_FACTORS, // "roughnessFactors" (GLTF) + TERRAIN_EMISSIVE_COLORS, // "emissiveColors" (GLTF) + TERRAIN_MINIMUM_ALPHAS, // "minimum_alphas" (GLTF) + SHINY_ORIGIN, // "origin" DISPLAY_GAMMA, // "display_gamma" diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index f355b8ef98..4a0b324558 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -48,8 +48,8 @@ uniform sampler2D detail_1_emissive; uniform sampler2D detail_2_emissive; uniform sampler2D detail_3_emissive; -// TODO: Needs new uniforms // *TODO: More efficient packing? +uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl uniform vec4 metallicFactors; uniform vec4 roughnessFactors; uniform vec3[4] emissiveColors; @@ -101,9 +101,6 @@ vec4 sample_and_mix_vector(float alpha1, float alpha2, float alphaFinal, vec2 te return terrain_mix(samples, alpha1, alpha2, alphaFinal); } -// TODO: Implement -// TODO: Don't forget calls to srgb_to_linear during texture sampling -// TODO: Wherever base color alpha is not 1.0, blend with black void main() { float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; @@ -111,23 +108,22 @@ void main() float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 base_color = sample_and_mix_color(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_basecolor, detail_1_basecolor, detail_2_basecolor, detail_3_basecolor); + float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); + if (base_color.a < minimum_alpha) + { + discard; + } + vec4 normal_texture = sample_and_mix_vector(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); vec4 metallic_roughness = sample_and_mix_vector(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness); vec4 emissive_texture = sample_and_mix_color(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive); + 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); - float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); - - // TODO: OOh, we need blending for every GLTF uniform too - // TODO: Unfork - if (base_color.a < minimum_alpha) - { - base_color.rgb *= vec3(0.0); - } - vec3 col = base_color.rgb; + vec3 col = baseColorFactor.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com vec3 vNt = normal_texture.xyz*2.0-1.0; @@ -155,10 +151,8 @@ void main() frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse - // TODO: What is packed into vertex_color.a? - frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. - // TODO: What is environment intensity and do we want it? - frag_data[2] = max(vec4(encode_normal(tnorm), 0.0, GBUFFER_FLAG_HAS_PBR | GBUFFER_FLAG_HAS_ATMOS), vec4(0)); // normal, environment intensity, flags + 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 | GBUFFER_FLAG_HAS_ATMOS), vec4(0)); // normal, environment intensity, flags frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive } |