diff options
7 files changed, 1016 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e27bbce094..5dfdd2006e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -29,6 +29,13 @@ uniform sampler2DRect   depthMap;  uniform mat4 inv_proj;  uniform vec2 screen_res; +void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh) +{ +    nh = dot(n, h); +    nv = dot(n, v); +    vh = dot(v, h); +} +  vec2 getScreenCoordinate(vec2 screenpos)  {      vec2 sc = screenpos.xy * 2.0; @@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos)      return sc - vec2(1.0, 1.0);  } +// See: https://aras-p.info/texts/CompactNormalStorage.html +//      Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection  vec3 getNorm(vec2 screenpos)  {     vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; @@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos)     return n;  } +vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) +{ +   vec2 enc = packedNormalEnvIntensityFlags.xy; +   vec2 fenc = enc*4-2; +   float f = dot(fenc,fenc); +   float g = sqrt(1-f/4); +   vec3 n; +   n.xy = fenc*g; +   n.z = 1-f/2; +   return normalize(n); // TODO: Is this normalize redundant? +} + +// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w +// See: C++: addDeferredAttachments(), GLSL: softenLightF +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) +{ +    vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); +    n = getNormalFromPacked( packedNormalEnvIntensityFlags ); +    envIntensity = packedNormalEnvIntensityFlags.z; +    return packedNormalEnvIntensityFlags; +} +  float getDepth(vec2 pos_screen)  {      float depth = texture2DRect(depthMap, pos_screen).r; @@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)      pos.w = 1.0;      return pos;  } + +vec2 getScreenXY(vec4 clip) +{ +    vec4 ndc = clip; +         ndc.xyz /= clip.w; +    vec2 screen = vec2( ndc.xy * 0.5 ); +         screen += 0.5; +         screen *= screen_res; +    return screen; +} + +// PBR Utils diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl new file mode 100644 index 0000000000..5aec75ff3d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -0,0 +1,157 @@ +/** + * @file class3\deferred\multiPointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect depthMap; +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2D     noiseMap; +uniform sampler2D     lightFunc; + +uniform vec3  env_mat[3]; +uniform float sun_wash; +uniform int   light_count; +uniform vec4  light[LIGHT_COUNT]; +uniform vec4  light_col[LIGHT_COUNT]; + +uniform vec2  screen_res; +uniform float far_z; +uniform mat4  inv_proj; + +VARYING vec4 vary_fragcoord; + +void calcHalfVectors(vec3 h, vec3 n, vec3 npos, out float nh, out float nv, out float vh); +vec4 getPosition(vec2 pos_screen); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 c); + +void main() +{ +#if defined(LOCAL_LIGHT_KILL) +    discard;  // Bail immediately +#else +    vec3 final_color = vec3(0, 0, 0); +    vec2 tc          = getScreenXY(vary_fragcoord); +    vec3 pos         = getPosition(tc).xyz; +    if (pos.z < far_z) +    { +        discard; +    } + +    float envIntensity; // not used for this shader +    vec3 n; +    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + +    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + +    float noise = texture2D(noiseMap, tc/128.0).b; +    vec3  v     = -normalize(pos); + +    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    { +        vec3 colorDiffuse = vec3(0); +        vec3 colorSpec    = vec3(0); + +        final_color = colorDiffuse + colorSpec; +    } +    else +    { +        // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop +        for (int i = 0; i < LIGHT_COUNT; ++i) +        { +            vec3  lv   = light[i].xyz - pos; +            float dist = length(lv); +            dist /= light[i].w; +            if (dist <= 1.0) +            { +                float da = dot(n, lv); +                if (da > 0.0) +                { +                    lv = normalize(lv); +                    da = dot(n, lv); + +                    float fa         = light_col[i].a + 1.0; +                    float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); +                    dist_atten *= dist_atten; + +                    // Tweak falloff slightly to match pre-EEP attenuation +                    // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit +                    dist_atten *= 2.0; + +                    dist_atten *= noise; + +                    float lit = da * dist_atten; + +                    vec3 col = light_col[i].rgb * lit * diffuse; + +                    if (spec.a > 0.0) +                    { +                        lit        = min(da * 6.0, 1.0) * dist_atten; +                        vec3  h    = normalize(lv + v); +                        float nh, nv, vh; +                        calcHalfVectors(h, n, v, nh, nv, vh); +                        float sa   = nh; +                        float fres = pow(1 - dot(h, v), 5) * 0.4 + 0.5; + +                        float gtdenom = 2 * nh; +                        float gt      = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + +                        if (nh > 0.0) +                        { +                            float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); +                            col += lit * scol * light_col[i].rgb * spec.rgb; +                        } +                    } + +                    final_color += col; +                } +            } +        } +    } + +    frag_color.rgb = final_color; +    frag_color.a   = 0.0; +#endif // LOCAL_LIGHT_KILL + +#ifdef IS_AMD_CARD +    // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage +    // away which leads to unfun crashes and artifacts. +    vec4 dummy1 = light[0]; +    vec4 dummy2 = light_col[0]; +    vec4 dummy3 = light[LIGHT_COUNT - 1]; +    vec4 dummy4 = light_col[LIGHT_COUNT - 1]; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl new file mode 100644 index 0000000000..ad6a0fa752 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -0,0 +1,39 @@ +/**  + * @file class3\deferred\multiPointLightV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec4 vary_fragcoord; + +void main() +{ +	//transform vertex +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vary_fragcoord = pos; + +	gl_Position = pos; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl new file mode 100644 index 0000000000..f1b06fe1ad --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -0,0 +1,300 @@ +/**  + * @file class3\deferred\multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D projectionMap; +uniform sampler2D lightFunc; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod;  //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +uniform vec3 center; +uniform float size; +uniform vec3 color; +uniform float falloff; + +VARYING vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 cs); + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); +    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + +    float det = min(lod/(proj_lod*0.5), 1.0); + +    float d = min(dist.x, dist.y); + +    d *= min(1, d * (proj_lod - lod)); + +    float edge = 0.25*det; + +    ret *= clamp(d/edge, 0.0, 1.0); + +    return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + +    float det = min(lod/(proj_lod*0.5), 1.0); + +    float d = min(dist.x, dist.y); + +    float edge = 0.25*det; + +    ret *= clamp(d/edge, 0.0, 1.0); + +    return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = tc-vec2(0.5); + +    float d = dot(dist,dist); + +    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + +    return ret; +} + +vec4 getPosition(vec2 pos_screen); + +void main() +{ +#if defined(LOCAL_LIGHT_KILL) +    discard; +#else +    vec3 final_color = vec3(0,0,0); +    vec2 tc          = getScreenXY(vary_fragcoord); +    vec3 pos         = getPosition(tc).xyz; + +    vec3 lv = center.xyz-pos.xyz; +    float dist = length(lv); + +    if (dist >= size) +    { +        discard; +    } +    dist /= size; + +    float shadow = 1.0; +     +    if (proj_shadow_idx >= 0) +    { +        vec4 shd = texture2DRect(lightMap, tc); +        shadow = (proj_shadow_idx==0)?shd.b:shd.a; +        shadow += shadow_fade; +        shadow = clamp(shadow, 0.0, 1.0);         +    } + +    float envIntensity; +    vec3 n; +    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); + +    float l_dist = -dot(lv, proj_n); + +    vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); +    if (proj_tc.z < 0.0) +    { +        discard; +    } + +    proj_tc.xyz /= proj_tc.w; + +    float fa = falloff+1.0; +    float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); +    dist_atten *= dist_atten; +    dist_atten *= 2.0; +    if (dist_atten <= 0.0) +    { +        discard; +    } + +    lv = proj_origin-pos.xyz; +    lv = normalize(lv); +    float da = dot(n, lv); + +    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; +    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 dlit    = vec3(0, 0, 0); + +    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    { +        vec3 colorDiffuse = vec3(0); +        vec3 colorSpec    = vec3(0); + +        final_color = colorDiffuse + colorSpec; +    } +    else +    { +        float noise = texture2D(noiseMap, tc/128.0).b; +        if (proj_tc.z > 0.0 && +            proj_tc.x < 1.0 && +            proj_tc.y < 1.0 && +            proj_tc.x > 0.0 && +            proj_tc.y > 0.0) +        { +            float amb_da = proj_ambiance; +            float lit = 0.0; + +            if (da > 0.0) +            { +                lit = da * dist_atten * noise; + +                float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); +                float lod = diff * proj_lod; +             +                vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); +         +                dlit = color.rgb * plcol.rgb * plcol.a; +             +                final_color = dlit*lit*diffuse*shadow; + +                // unshadowed for consistency between forward and deferred? +                amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; +            } +         +            //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +            vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + +            // use unshadowed for consistency between forward and deferred? +            amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; +            amb_da *= dist_atten * noise; +            amb_da = min(amb_da, 1.0-lit); + +            final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a; +        } +     + +        if (spec.a > 0.0) +        { +            vec3 v = -normalize(pos); +            dlit *= min(da*6.0, 1.0) * dist_atten; + +            //vec3 ref = dot(pos+lv, n); +            vec3 h = normalize(lv + v); +            float nh, nv, vh; +            calcHalfVectors(h, n, v, nh, nv, vh); +            float sa = nh; +            float fres = pow(1 - dot(h, v), 5)*0.4+0.5; + +            float gtdenom = 2 * nh; +            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); +                                 +            if (nh > 0.0) +            { +                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +                vec3 speccol = dlit*scol*spec.rgb*shadow; +                speccol = clamp(speccol, vec3(0), vec3(1)); +                final_color += speccol; +            } +        }    + +        if (envIntensity > 0.0) +        { +            vec3 ref = reflect(normalize(pos), n); +         +            //project from point pos in direction ref to plane proj_p, proj_n +            vec3 pdelta = proj_p-pos; +            float ds = dot(ref, proj_n); +         +            if (ds < 0.0) +            { +                vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; +             +                vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + +                if (stc.z > 0.0) +                { +                    stc /= stc.w; +                                 +                    if (stc.x < 1.0 && +                        stc.y < 1.0 && +                        stc.x > 0.0 && +                        stc.y > 0.0) +                    { +                        final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; +                    } +                } +            } +        } +    } + +    //not sure why, but this line prevents MATBUG-194 +    final_color = max(final_color, vec3(0.0)); + +    //output linear +    frag_color.rgb = final_color; +    frag_color.a = 0.0; +#endif // LOCAL_LIGHT_KILL +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl new file mode 100644 index 0000000000..10d8c5e87f --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -0,0 +1,145 @@ +/**  + * @file class3\deferred\pointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +// light params +uniform vec3 color; +uniform float falloff; +uniform float size; + +VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; + +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform vec4 viewport; + +void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getPosition(vec2 pos_screen); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 c); + +void main() +{ +    vec3 final_color = vec3(0); +    vec2 tc          = getScreenXY(vary_fragcoord); +    vec3 pos         = getPosition(tc).xyz; + +    vec3 lv = trans_center.xyz-pos; +    float dist = length(lv); +    if (dist >= size) +    { +        discard; +    } +    dist /= size; + +    float envIntensity; +    vec3 n; +    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + +    float da = dot(n, lv); +    if (da < 0.0) +    { +        discard; +    } + +    lv = normalize(lv); +    da = dot(n, lv); + +    float noise = texture2D(noiseMap, tc/128.0).b; + +    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; +    vec4 spec    = texture2DRect(specularRect, tc); + +    // Common half vectors calcs +    vec3  v = -normalize(pos); +    vec3  h = normalize(lv + v); +    float nh, nv, vh; +    calcHalfVectors(h, n, v, nh, nv, vh); + +    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    { +        vec3 colorDiffuse = vec3(0); +        vec3 colorSpec    = vec3(0); + +        final_color = colorDiffuse + colorSpec; +    } +    else +    { +        float fa = falloff+1.0; +        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        dist_atten *= dist_atten; +        dist_atten *= 2.0; +     +        float lit = da * dist_atten * noise; + +        final_color = color.rgb*lit*diffuse; + +        if (spec.a > 0.0) +        { +            lit = min(da*6.0, 1.0) * dist_atten; + +            float sa = nh; +            float fres = pow(1 - dot(h, v), 5) * 0.4+0.5; +            float gtdenom = 2 * nh; +            float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); + +            if (nh > 0.0) +            { +                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +                final_color += lit*scol*color.rgb*spec.rgb; +            } +        } +     +        if (dot(final_color, final_color) <= 0.0) +        { +            discard; +        } +    } + +    frag_color.rgb = final_color; +    frag_color.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl new file mode 100644 index 0000000000..d42c8f6cf6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -0,0 +1,45 @@ +/**  + * @file class3\deferred\pointLightV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; + +uniform vec3 center; +uniform float size; + +VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; + +void main() +{ +	//transform vertex +	vec3 p = position*size+center; +	vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); +	vary_fragcoord = pos; +	trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; +	gl_Position = pos; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl new file mode 100644 index 0000000000..8768500682 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -0,0 +1,287 @@ +/**  + * @file class3\deferred\spotLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D projectionMap; +uniform sampler2D lightFunc; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod;  //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +uniform float size; +uniform vec3 color; +uniform float falloff; + +VARYING vec3 trans_center; +VARYING vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); +vec2 getScreenXY(vec4 clip_point); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 srgb_to_linear(vec3 c); + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +    float det = min(lod/(proj_lod*0.5), 1.0); +    float d = min(dist.x, dist.y); +    d *= min(1, d * (proj_lod - lod)); +    float edge = 0.25*det; +    ret *= clamp(d/edge, 0.0, 1.0); + +    return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +    float det = min(lod/(proj_lod*0.5), 1.0); +    float d = min(dist.x, dist.y); +    float edge = 0.25*det; +    ret *= clamp(d/edge, 0.0, 1.0); + +    return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = tc-vec2(0.5); +    float d = dot(dist,dist); +    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + +    return ret; +} + +vec4 getPosition(vec2 pos_screen); + +void main() +{ +#if defined(LOCAL_LIGHT_KILL) +    discard; +#else +    vec3 final_color = vec3(0,0,0); +    vec2 tc          = getScreenXY(vary_fragcoord); +    vec3 pos         = getPosition(tc).xyz; + +    vec3 lv = trans_center.xyz-pos.xyz; +    float dist = length(lv); +    if (dist >= size) +    { +        discard; +    } +    dist /= size; + +    float shadow = 1.0; + +    if (proj_shadow_idx >= 0) +    { +        vec4 shd = texture2DRect(lightMap, tc); +        shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; +        shadow += shadow_fade; +        shadow = clamp(shadow, 0.0, 1.0);         +    } + +    float envIntensity; +    vec3 n; +    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + +    float l_dist = -dot(lv, proj_n); + +    vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); +    if (proj_tc.z < 0.0) +    { +        discard; +    } + +    proj_tc.xyz /= proj_tc.w; + +    float fa = falloff+1.0; +    float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); +    dist_atten *= dist_atten; +    dist_atten *= 2.0; + +    if (dist_atten <= 0.0) +    { +        discard; +    } + +    lv = proj_origin-pos.xyz; +    lv = normalize(lv); +    float da = dot(n, lv); + +    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; +    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 dlit    = vec3(0, 0, 0); + +    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    { +        vec3 colorDiffuse = vec3(0); +        vec3 colorSpec    = vec3(0); + +        final_color = colorDiffuse + colorSpec; +    } +    else +    { +        float noise = texture2D(noiseMap, tc/128.0).b; +        if (proj_tc.z > 0.0 && +            proj_tc.x < 1.0 && +            proj_tc.y < 1.0 && +            proj_tc.x > 0.0 && +            proj_tc.y > 0.0) +        { +            float amb_da = proj_ambiance; +            float lit = 0.0; + +            if (da > 0.0) +            { +                lit = da * dist_atten * noise; + +                float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); +                float lod = diff * proj_lod; + +                vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + +                dlit = color.rgb * plcol.rgb * plcol.a; + +                final_color = dlit*lit*diffuse*shadow; + +                amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; +            } + +            //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +            vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + +            amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; +            amb_da *= dist_atten * noise; +            amb_da = min(amb_da, 1.0-lit); + +            final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a; +        } + +        if (spec.a > 0.0) +        { +            dlit *= min(da*6.0, 1.0) * dist_atten; +            vec3 v = -normalize(pos); + +            //vec3 ref = dot(pos+lv, n); +            vec3 h = normalize(lv + v); +            float nh, nv, vh; +            calcHalfVectors(h, n, v, nh, nv, vh); +            float sa = nh; +            float fres = pow(1 - dot(h, v), 5)*0.4+0.5; + +            float gtdenom = 2 * nh; +            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + +            if (nh > 0.0) +            { +                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +                vec3 speccol = dlit*scol*spec.rgb*shadow; +                speccol = clamp(speccol, vec3(0), vec3(1)); +                final_color += speccol; +            } +        } + +        if (envIntensity > 0.0) +        { +            vec3 ref = reflect(normalize(pos), n); + +            //project from point pos in direction ref to plane proj_p, proj_n +            vec3 pdelta = proj_p-pos; +            float ds = dot(ref, proj_n); + +            if (ds < 0.0) +            { +                vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + +                vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + +                if (stc.z > 0.0) +                { +                    stc /= stc.w; + +                    if (stc.x < 1.0 && +                        stc.y < 1.0 && +                        stc.x > 0.0 && +                        stc.y > 0.0) +                    { +                        final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; +                    } +                } +            } +        } +    } + +    //not sure why, but this line prevents MATBUG-194 +    final_color = max(final_color, vec3(0.0)); + +    //output linear colors as gamma correction happens down stream +    frag_color.rgb = final_color; +    frag_color.a = 0.0; +#endif // LOCAL_LIGHT_KILL +} | 
