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+/**
+ * @file pbropaqueF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+uniform float metallicFactor;
+uniform float roughnessFactor;
+uniform vec3 emissiveColor;
+uniform sampler2D bumpMap;
+uniform sampler2D emissiveMap;
+uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
+
+out vec4 frag_data[4];
+
+VARYING vec3 vary_position;
+VARYING vec4 vertex_color;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_tangent;
+flat in float vary_sign;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+vec2 encode_normal(vec3 n);
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+uniform mat3 normal_matrix;
+
+void main()
+{
+// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+// else
+ vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba;
+ if (albedo.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb);
+
+ // from mikktspace.com
+ vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
+ float sign = vary_sign;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb;
+
+ spec.g *= roughnessFactor;
+ spec.b *= metallicFactor;
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+
+ //spec.rgb = vec3(1,1,0);
+ //col = vec3(0,0,0);
+ //emissive = vary_tangent.xyz*0.5+0.5;
+ //emissive = vec3(sign*0.5+0.5);
+ //emissive = vNt * 0.5 + 0.5;
+ //emissive = tnorm*0.5+0.5;
+ // See: C++: addDeferredAttachments(), GLSL: softenLightF
+ frag_data[0] = vec4(col, 0.0); // Diffuse
+ frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
+ frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive
+}