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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl45
-rw-r--r--indra/newview/llviewershadermgr.cpp10
6 files changed, 90 insertions, 60 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/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index b3880ab178..d0d76fd0cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -46,7 +46,7 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform float near_clip;
#endif
@@ -85,7 +85,7 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index d211064701..e255c78b86 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
@@ -191,7 +191,7 @@ void main()
float shadow = 1.0f;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 922da0c441..b39f834e41 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -44,7 +44,7 @@ uniform vec3 moon_dir;
out vec4 frag_color;
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
VARYING vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
@@ -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,
@@ -126,7 +133,12 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
- vec3 intensity = dist_atten * lightColor * 3.0;
+ // spotlight coefficient.
+ float spot = max(dot(-ld, lv), is_pointlight);
+ // spot*spot => GL_SPOT_EXPONENT=2
+ float spot_atten = spot*spot;
+
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.0;
color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
}
@@ -174,7 +186,7 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-#ifdef HAS_SHADOW
+#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
@@ -196,24 +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);
-
- vec3 f0 = vec3(0.04);
-
- vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
- diffuseColor *= 1.0 - metallic;
+ // 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 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))
{
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index a70c94ab89..6ba31b25ff 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1639,7 +1639,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -1944,7 +1944,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->addPermutation("USE_INDEXED_TEX", "1");
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -2020,7 +2020,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (use_sun_shadow)
{
- shader->addPermutation("HAS_SHADOW", "1");
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
@@ -2078,7 +2078,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
if (use_sun_shadow)
{
- shader[i]->addPermutation("HAS_SHADOW", "1");
+ shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)
@@ -2654,7 +2654,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
if (use_sun_shadow)
{
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
if (ambient_kill)