diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 168 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 2 |
2 files changed, 69 insertions, 101 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index ae542f5a1d..88ff4f0c96 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -73,7 +73,7 @@ VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; VARYING vec3 vary_tangent; -flat in float vary_sign; +VARYING float vary_sign; #ifdef HAS_ALPHA_MASK @@ -107,71 +107,58 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); -void pbrDirectionalLight(inout vec3 colorDiffuse, - inout vec3 colorSpec, - vec3 sunlit, - float scol, - vec3 reflect0, - vec3 reflect90, - vec3 c_diff, - float alphaRough, - float vh, - float nl, - float nv, - float nh); - -/*void pbrIbl(out vec3 colorDiffuse, // diffuse color output - out vec3 colorSpec, // specular color output, +// 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, - float perceptualRough, // roughness factor - float gloss, // 1.0 - roughness factor - vec3 reflect0, - vec3 c_diff);*/ - -// lp = light position -// la = linear attenuation, light radius -// fa = falloff -// See: LLRender::syncLightState() -vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff, - vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln, - float lightSize, float lightFalloff, float is_pointlight, float ambiance) + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) { - vec3 intensity = vec3(0); + vec3 color = vec3(0,0,0); vec3 lv = lp.xyz - p; - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); - float dist = lightDist/lightSize; + float lightDist = length(lv); - if (dist <= 1.0 && nl > 0.0) + float dist = lightDist / lightSize; + if (dist <= 1.0) { - float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); - - float specWeight = 1.0; - - lv = normalize(lv); - float spot = max(dot(-ln, lv), is_pointlight); - nl *= spot * spot; - - if (nl > 0.0) - { - vec3 color = vec3(0); - intensity = dist_atten * nl * lightColor; - color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); - color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); - return color; - } + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * lightColor * 3.0; + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } - return intensity; + + return color; } void main() { + vec3 color = vec3(0,0,0); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; @@ -184,10 +171,11 @@ void main() vec3 atten; calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); + // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else - vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; + vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; albedo.rgb = srgb_to_linear(albedo.rgb); #ifdef HAS_ALPHA_MASK if (albedo.a < minimum_alpha) @@ -196,9 +184,9 @@ void main() } #endif - vec3 base = vertex_color.rgb * albedo.rgb; + vec3 baseColor = vertex_color.rgb * albedo.rgb; - vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -214,61 +202,43 @@ void main() scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif - // RGB = Occlusion, Roughness, Metal - // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in - // occlusion 1.0 - // roughness 0.0 - // metal 0.0 - vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp + vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space - packedORM.g *= roughnessFactor; - packedORM.b *= metallicFactor; + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + float ao = orm.r; // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); - vec3 colorDiffuse = vec3(0); - vec3 colorSpec = vec3(0); - - float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - float ao = packedORM.r; - float perceptualRough = packedORM.g; - float metal = packedORM.b; - - vec3 v = -normalize(vary_position.xyz); - vec3 n = norm.xyz; - - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - - float gloss = 1.0 - perceptualRough; + // PBR IBL + float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - vec3 legacyenv = vec3(0); + vec3 legacyenv = vec3(0); sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); - irradiance = max(amblit,irradiance) * ambocc; + irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0; - //pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + vec3 f0 = vec3(0.04); - // Sun/Moon Lighting - if (nl > 0.0 || nv > 0.0) - { - pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh); - } + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 v = -normalize(pos.xyz); + float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec3 col = colorDiffuse + colorEmissive + colorSpec; + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*8.0 * scol; + color += colorEmissive; vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, reflect90, alphaRough, c_diff, light_diffuse[i].rgb, base.rgb, pos.xyz, v, n, light_position[i], light_direction[i].xyz, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -278,12 +248,12 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - col.rgb += light.rgb; + color.rgb += light.rgb; - col.rgb = linear_to_srgb(col.rgb); - col *= atten.r; - col += 2.0*additive; - col = scaleSoftClipFrag(col); + color.rgb = linear_to_srgb(color.rgb); + color *= atten.r; + color += 2.0*additive; + color = scaleSoftClipFrag(color); - frag_color = vec4(col,albedo.a * vertex_color.a); + frag_color = vec4(color,albedo.a * vertex_color.a); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 88f165f315..1fc80016cb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -115,8 +115,6 @@ void main() vec3 specularColor = mix(f0, baseColor.rgb, metallic); - vec3 v = -normalize(pos.xyz); - vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); } |