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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl320
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl292
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl95
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl78
15 files changed, 502 insertions, 595 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 02b2daf0ac..fc1cee1f59 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -262,27 +262,15 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
-#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
-#endif // !defined(AMBIENT_KILL)
-vec3 post_ambient = color.rgb;
-
-#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
-#endif // !defined(SUNLIGHT_KILL)
-
-vec3 post_sunlight = color.rgb;
color.rgb *= diffuse_srgb.rgb;
-vec3 post_diffuse = color.rgb;
-
color.rgb = atmosFragLighting(color.rgb, additive, atten);
-vec3 post_atmo = color.rgb;
-
vec4 light = vec4(0,0,0,0);
color.rgb = scaleSoftClipFrag(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
index c64b6ba240..c2372fcbc0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
@@ -58,7 +58,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
index b54c580ce9..d0a049d372 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
@@ -35,7 +35,7 @@ uniform sampler2D diffuseMap;
VARYING float pos_w;
VARYING float target_pos_x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -61,7 +61,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
index 31b93dc36a..a7bf4d7780 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
@@ -1,5 +1,5 @@
/**
- * @file attachmentShadowV.glsl
+ * @file attachmentAlphaShadowV.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
mat4 getObjectSkinnedTransform();
void passTextureIndex();
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
VARYING vec2 vary_texcoord0;
@@ -61,7 +61,7 @@ void main()
vertex_color = diffuse_color;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
p.z = max(p.z, -p.w+0.01);
post_pos = p;
gl_Position = p;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
index b8ce54bcb1..f231213ac8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -1,5 +1,5 @@
/**
- * @file treeShadowF.glsl
+ * @file avatarAlphaMaskShadowF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -32,7 +32,7 @@ out vec4 frag_color;
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -59,7 +59,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 1b16e4eb09..0e66c722b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -33,7 +33,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -61,7 +61,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index 1c5b142ebd..40ac7b1f95 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -1,5 +1,5 @@
/**
- * @file avatarShadowV.glsl
+ * @file avatarAlphaShadowV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -34,7 +34,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
VARYING float pos_w;
@@ -66,7 +66,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 449cbeaa28..49f85af53b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -23,9 +23,35 @@
* $/LicenseInfo$
*/
+
+/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation
+MIT License
+
+Copyright (c) 2018 Sascha Willems
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2D projectionMap; // rgba
+uniform sampler2D brdfLut;
// projected lighted params
uniform mat4 proj_mat; //screen space to light space projector
@@ -322,162 +348,150 @@ vec3 hue_to_rgb(float hue)
// PBR Utils
-// ior Index of Refraction, normally 1.5
-// returns reflect0
-float calcF0(float ior)
-{
- float f0 = (1.0 - ior) / (1.0 + ior);
- return f0 * f0;
-}
-
-vec3 fresnel(float vh, vec3 f0, vec3 f90 )
-{
- float x = 1.0 - abs(vh);
- float x2 = x*x;
- float x5 = x2*x2*x;
- vec3 fr = f0 + (f90 - f0)*x5;
- return fr;
-}
-
-vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh)
-{
- return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0);
-}
-
-// Approximate Environment BRDF
-vec2 getGGXApprox( vec2 uv )
-{
- // Reference: Physically Based Shading on Mobile
- // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
- // EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV )
- float nv = uv.x;
- float roughness = uv.y;
-
- const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 );
- const vec4 c1 = vec4( 1, 0.0425, 1.04 , -0.04 );
- vec4 r = roughness * c0 + c1;
- float a004 = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y;
- vec2 ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw;
- return ScaleBias;
-}
-
-#define PBR_USE_GGX_APPROX 1
-vec2 getGGX( vec2 brdfPoint )
-{
-#if PBR_USE_GGX_APPROX
- return getGGXApprox( brdfPoint);
-#else
- return texture2D(GGXLUT, brdfPoint).rg; // TODO: use GGXLUT
-#endif
-}
-
-
-// Reference: float getRangeAttenuation(float range, float distance)
-float getLightAttenuationPointSpot(float range, float distance)
-{
-#if 1
- return distance;
-#else
- float range2 = pow(range, 2.0);
-
- // support negative range as unlimited
- if (range <= 0.0)
- {
- return 1.0 / range2;
- }
-
- return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2;
-#endif
-}
-
-vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance)
+vec2 BRDF(float NoV, float roughness)
{
- float rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance);
- return rangeAttenuation * lightColor;
+ return texture(brdfLut, vec2(NoV, roughness)).rg;
}
-float getLightAttenuationSpot(vec3 spotDirection)
+// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
+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 perceptualRough)
{
- return 1.0;
-}
-
-vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v)
-{
- float spotAttenuation = getLightAttenuationSpot(-v);
- return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance );
-}
+ // retrieve a scale and bias to F0. See [1], Figure 3
+ vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
+ vec3 diffuseLight = irradiance;
+ vec3 specularLight = radiance;
+
+ vec3 diffuse = diffuseLight * diffuseColor;
+ vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
-// NOTE: This is different from the GGX texture
-float D_GGX( float nh, float alphaRough )
-{
- float rough2 = alphaRough * alphaRough;
- float f = (nh * nh) * (rough2 - 1.0) + 1.0;
- return rough2 / (M_PI * f * f);
-}
-
-// NOTE: This is different from the GGX texture
-// See:
-// Real Time Rendering, 4th Edition
-// Page 341
-// Equation 9.43
-// Also see:
-// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
-// 4.4.2 Geometric Shadowing (specular G)
-float V_GGX( float nl, float nv, float alphaRough )
-{
-#if 1
- // Note: When roughness is zero, has discontuinity in the bottom hemisphere
- float rough2 = alphaRough * alphaRough;
- float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2);
- float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2);
-
- float ggx = ggxv + ggxl;
- if (ggx > 0.0)
- {
- return 0.5 / ggx;
- }
- return 0.0;
-#else
- // See: smithVisibility_GGXCorrelated, V_SmithCorrelated, etc.
- float rough2 = alphaRough * alphaRough;
- float ggxv = nl * sqrt(nv * (nv - rough2 * nv) + rough2);
- float ggxl = nv * sqrt(nl * (nl - rough2 * nl) + rough2);
- return 0.5 / (ggxv + ggxl);
-#endif
-
-}
-
-// NOTE: Assumes a hard-coded IOR = 1.5
-void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight )
-{
- float metal = packedORM.b;
- c_diff = mix(diffuse, vec3(0), metal);
- float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
- reflect0 = vec3(0.04); // -> incidence reflectance 0.04
-// reflect0 = vec3(calcF0(IOR));
- reflect0 = mix(reflect0, diffuse, metal); // reflect at 0 degrees
- reflect90 = vec3(1); // reflect at 90 degrees
- specWeight = 1.0;
-
- // When roughness is zero blender shows a tiny specular
- float perceptualRough = max(packedORM.g, 0.1);
- alphaRough = perceptualRough * perceptualRough;
-}
-
-vec3 BRDFDiffuse(vec3 color)
-{
- return color * ONE_OVER_PI;
-}
-
-vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh )
-{
- return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff);
-}
-
-vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh )
-{
- vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel
- float vis = V_GGX( nl, nv, alphaRough ); // Visibility
- float d = D_GGX( nh, alphaRough ); // Distribution
- return specWeight * fresnel * vis * d;
+ //specular *= 1.5;
+
+ return (diffuse + specular) * ao;
+}
+
+// Encapsulate the various inputs used by the various functions in the shading equation
+// We store values in this struct to simplify the integration of alternative implementations
+// of the shading terms, outlined in the Readme.MD Appendix.
+struct PBRInfo
+{
+ float NdotL; // cos angle between normal and light direction
+ float NdotV; // cos angle between normal and view direction
+ float NdotH; // cos angle between normal and half vector
+ float LdotH; // cos angle between light direction and half vector
+ float VdotH; // cos angle between view direction and half vector
+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
+ float metalness; // metallic value at the surface
+ vec3 reflectance0; // full reflectance color (normal incidence angle)
+ vec3 reflectance90; // reflectance color at grazing angle
+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
+ vec3 diffuseColor; // color contribution from diffuse lighting
+ vec3 specularColor; // color contribution from specular lighting
+};
+
+// Basic Lambertian diffuse
+// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
+// See also [1], Equation 1
+vec3 diffuse(PBRInfo pbrInputs)
+{
+ return pbrInputs.diffuseColor / M_PI;
+}
+
+// The following equation models the Fresnel reflectance term of the spec equation (aka F())
+// Implementation of fresnel from [4], Equation 15
+vec3 specularReflection(PBRInfo pbrInputs)
+{
+ return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
+}
+
+// This calculates the specular geometric attenuation (aka G()),
+// where rougher material will reflect less light back to the viewer.
+// This implementation is based on [1] Equation 4, and we adopt their modifications to
+// alphaRoughness as input as originally proposed in [2].
+float geometricOcclusion(PBRInfo pbrInputs)
+{
+ float NdotL = pbrInputs.NdotL;
+ float NdotV = pbrInputs.NdotV;
+ float r = pbrInputs.alphaRoughness;
+
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
+ return attenuationL * attenuationV;
+}
+
+// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
+// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
+// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
+float microfacetDistribution(PBRInfo pbrInputs)
+{
+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
+ return roughnessSq / (M_PI * f * f);
+}
+
+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
+{
+ // make sure specular highlights from punctual lights don't fall off of polished surfaces
+ perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
+
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
+
+ // Compute reflectance.
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
+
+ // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
+ // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
+ vec3 specularEnvironmentR0 = specularColor.rgb;
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
+
+ vec3 h = normalize(l+v); // Half vector between both l and v
+ vec3 reflection = -normalize(reflect(v, n));
+ reflection.y *= -1.0f;
+
+ float NdotL = clamp(dot(n, l), 0.001, 1.0);
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
+ float NdotH = clamp(dot(n, h), 0.0, 1.0);
+ float LdotH = clamp(dot(l, h), 0.0, 1.0);
+ float VdotH = clamp(dot(v, h), 0.0, 1.0);
+
+ PBRInfo pbrInputs = PBRInfo(
+ NdotL,
+ NdotV,
+ NdotH,
+ LdotH,
+ VdotH,
+ perceptualRoughness,
+ metallic,
+ specularEnvironmentR0,
+ specularEnvironmentR90,
+ alphaRoughness,
+ diffuseColor,
+ specularColor
+ );
+
+ // Calculate the shading terms for the microfacet specular shading model
+ vec3 F = specularReflection(pbrInputs);
+ float G = geometricOcclusion(pbrInputs);
+ float D = microfacetDistribution(pbrInputs);
+
+ const vec3 u_LightColor = vec3(1.0);
+
+ // Calculation of analytical lighting contribution
+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
+ vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
+ vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
+
+ return color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
new file mode 100644
index 0000000000..73a70d8dc5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
@@ -0,0 +1,141 @@
+/**
+ * @file class1/deferred/genbrdflut.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
+ * $/LicenseInfo$
+ */
+
+/* Taken from Sascha Willem's Vulkan GLTF refernce implementation
+MIT License
+
+Copyright (c) 2018 Sascha Willems
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
+/*[EXTRA_CODE_HERE]*/
+
+VARYING vec2 vary_uv;
+
+out vec4 outColor;
+
+#define NUM_SAMPLES 1024
+
+const float PI = 3.1415926536;
+
+// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
+float random(vec2 co)
+{
+ float a = 12.9898;
+ float b = 78.233;
+ float c = 43758.5453;
+ float dt= dot(co.xy ,vec2(a,b));
+ float sn= mod(dt,3.14);
+ return fract(sin(sn) * c);
+}
+
+vec2 hammersley2d(uint i, uint N)
+{
+ // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+ uint bits = (i << 16u) | (i >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ float rdi = float(bits) * 2.3283064365386963e-10;
+ return vec2(float(i) /float(N), rdi);
+}
+
+// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
+vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
+{
+ // Maps a 2D point to a hemisphere with spread based on roughness
+ float alpha = roughness * roughness;
+ float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
+ float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
+ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
+
+ // Tangent space
+ vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangentX = normalize(cross(up, normal));
+ vec3 tangentY = normalize(cross(normal, tangentX));
+
+ // Convert to world Space
+ return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
+}
+
+// Geometric Shadowing function
+float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
+{
+ float k = (roughness * roughness) / 2.0;
+ float GL = dotNL / (dotNL * (1.0 - k) + k);
+ float GV = dotNV / (dotNV * (1.0 - k) + k);
+ return GL * GV;
+}
+
+vec2 BRDF(float NoV, float roughness)
+{
+ // Normal always points along z-axis for the 2D lookup
+ const vec3 N = vec3(0.0, 0.0, 1.0);
+ vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
+
+ vec2 LUT = vec2(0.0);
+ for(uint i = 0u; i < NUM_SAMPLES; i++) {
+ vec2 Xi = hammersley2d(i, NUM_SAMPLES);
+ vec3 H = importanceSample_GGX(Xi, roughness, N);
+ vec3 L = 2.0 * dot(V, H) * H - V;
+
+ float dotNL = max(dot(N, L), 0.0);
+ float dotNV = max(dot(N, V), 0.0);
+ float dotVH = max(dot(V, H), 0.0);
+ float dotNH = max(dot(H, N), 0.0);
+
+ if (dotNL > 0.0) {
+ float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
+ float G_Vis = (G * dotVH) / (dotNH * dotNV);
+ float Fc = pow(1.0 - dotVH, 5.0);
+ LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
+ }
+ }
+ return LUT / float(NUM_SAMPLES);
+}
+
+void main()
+{
+ outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
new file mode 100644
index 0000000000..682244478b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file class3\deferred\genbrdflutV.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 vec2 vary_uv;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_uv = position.xy*0.5+0.5;
+
+ gl_Position = vec4(position.xyz, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 6f087632a5..e87d90aa9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -345,35 +345,6 @@ void main()
if (spec.a > 0.0) // specular reflection
{
- /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
- // Preserving the refactored version as a comment for potential reconsideration,
- // overriding the general rule to avoid pollutiong the source with commented code.
- //
- // If you're reading this in 2021+, feel free to obliterate.
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 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 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
- */
-
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index bde015d109..1caf2b2b1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -25,24 +25,11 @@
/*[EXTRA_CODE_HERE]*/
-#define PBR_USE_IBL 1
-#define PBR_USE_SUN 1
-#define PBR_USE_IRRADIANCE_HACK 1
-
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
-
-#define DEBUG_BASIC 0
-#define DEBUG_VERTEX 0
-#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
-#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse
-#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse
-#define DEBUG_POSITION 0
-
uniform sampler2D diffuseMap; //always in sRGB space
uniform sampler2D bumpMap;
uniform sampler2D emissiveMap;
@@ -56,8 +43,6 @@ uniform vec3 emissiveColor;
uniform sampler2DRect lightMap;
#endif
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
uniform int sun_up_factor;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -84,18 +69,12 @@ uniform vec3 moon_dir;
VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_normal;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
-#endif
+VARYING vec2 vary_texcoord2;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_tangent;
+flat in float vary_sign;
-#ifdef HAS_SPECULAR_MAP
- VARYING vec2 vary_texcoord2;
-#endif
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -107,67 +86,74 @@ uniform vec4 light_position[8];
uniform vec3 light_direction[8]; // spot direction
uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
uniform vec3 light_diffuse[8];
+uniform vec2 light_deferred_attenuation[8]; // light size and falloff
-vec2 encode_normal(vec3 n);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it
-vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
-vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(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);
-vec2 getGGX( vec2 brdfPoint );
-void initMaterial( vec3 diffuse, vec3 packedORM,
- out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
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);
-vec3 hue_to_rgb(float hue);
-
-// lp = light position
-// la = linear attenuation, light radius
-// fa = falloff
-// See: LLRender::syncLightState()
-vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff,
- vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln,
- float la, float fa, float is_pointlight, float ambiance)
+// 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);
+
+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 - v;
- vec3 h, l;
- float nh, nl, nv, vh, lightDist;
- calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist);
+ vec3 lv = lp.xyz - p;
- if (lightDist > 0.0)
- {
- float falloff_factor = (12.0 * fa) - 9.0;
- float inverted_la = falloff_factor / la;
-
- float dist = lightDist / inverted_la;
+ float lightDist = length(lv);
- float dist_atten = calcLegacyDistanceAttenuation(dist,fa);
- if (dist_atten <= 0.0)
- return intensity;
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
+ {
+ lv /= lightDist;
- vec3 reflect90 = vec3(1);
- float specWeight = 1.0;
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
- lv = normalize(lv);
- float spot = max(dot(-ln, lv), is_pointlight);
- nl *= spot * spot;
+ vec3 intensity = dist_atten * lightColor * 3.0;
- if (nl > 0.0)
- intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh);
+ 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;
@@ -180,10 +166,11 @@ 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)
@@ -192,128 +179,61 @@ void main()
}
#endif
-// vec3 base = vertex_color.rgb * albedo.rgb * albedo.a;
- vec3 base = vertex_color.rgb * albedo.rgb;
+ vec3 baseColor = vertex_color.rgb * albedo.rgb;
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
- norm.xyz = normalize(norm.xyz * 2 - 1);
+ 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;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
-#else
- vec4 norm = vec4(0,0,0,1.0);
-// vec3 tnorm = vary_normal;
- vec3 tnorm = vec3(0,0,1);
-#endif
-
- tnorm = normalize(tnorm.xyz);
- norm.xyz = tnorm.xyz;
+ norm *= gl_FrontFacing ? 1.0 : -1.0;
-#if HAS_SHADOW
+#ifdef HAS_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
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
-#ifdef HAS_SPECULAR_MAP
- vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp
-#else
- vec3 packedORM = vec3(1,0,0);
-#endif
+ 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;
-#ifdef HAS_EMISSIVE_MAP
- colorEmissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
-#endif
-
- 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 t = vec3(1,0,0);
- vec3 b = normalize(cross(n,t));
- vec3 reflectVN = normalize(reflect(-v,n));
-
- 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 );
-
- // Common to RadianceGGX and RadianceLambertian
- vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
- vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
- vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
- vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
-
- vec3 legacyenv;
+ // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
+ colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
+ // PBR IBL
+ float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
- vec3 specLight = vec3(0);
- float gloss = 1.0 - perceptualRough;
- sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
-#if PBR_USE_IRRADIANCE_HACK
- irradiance = max(amblit,irradiance) * ambocc;
-#else
-irradiance = vec3(amblit);
-#endif
+ vec3 radiance = vec3(0);
+ vec3 legacyenv = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
+ irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;
- vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
-#if PBR_USE_IBL
- colorSpec += specWeight * specLight * FssEssGGX;
-#endif
+ vec3 f0 = vec3(0.04);
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
- vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
- float Ems = 1.0 - (vScaleBias.x + vScaleBias.y);
- vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
- vec3 AvgEms = avg * Ems;
- vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
- vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms);
-#if PBR_USE_IBL
- colorDiffuse += (FmsEms + kDiffuse) * irradiance;
-#endif
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
- colorDiffuse *= ao;
- colorSpec *= ao;
+ vec3 v = -normalize(pos.xyz);
+ float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
- // Sun/Moon Lighting
- if (nl > 0.0 || nv > 0.0)
- {
- float scale = 4.9;
- vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
-
- // scol = sun shadow
- vec3 intensity = ambocc * sunColor * nl * scol;
- vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
-#if PBR_USE_SUN
- colorDiffuse += sunDiffuse;
- colorSpec += sunSpec;
-#endif
- }
- 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 += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_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)
@@ -323,42 +243,12 @@ irradiance = vec3(amblit);
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#if !defined(LOCAL_LIGHT_KILL)
- col += light;
-#endif // !defined(LOCAL_LIGHT_KILL)
+ color.rgb += light.rgb;
-#if DEBUG_PBR_LIGHT_TYPE
- col.rgb = vec3(0.75);
- emissive = vec3(0);
- spec.rgb = vec3(0);
-#endif
-#if DEBUG_BASIC
- col.rgb = vec3( 1, 0, 1 );
-#endif
-#if DEBUG_VERTEX
- col.rgb = vertex_color.rgb;
-#endif
-#if DEBUG_NORMAL_MAP
- col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb;
-#endif
-#if DEBUG_NORMAL_OUT
- col.rgb = vary_normal;
-#endif
-#if DEBUG_ORM
- col.rgb = linear_to_srgb(spec);
-#endif
-#if DEBUG_POSITION
- col.rgb = vary_position.xyz;
-#endif
+ color.rgb = linear_to_srgb(color.rgb);
+ color *= atten.r;
+ color += 2.0*additive;
+ color = scaleSoftClipFrag(color);
-// col.rgb = linear_to_srgb(col.rgb);
-// frag_color = vec4(albedo.rgb,albedo.a);
-// frag_color = vec4(base.rgb,albedo.a);
-// frag_color = vec4(irradiance,albedo.a);
-// frag_color = vec4(colorDiffuse,albedo.a);
-// frag_color = vec4(colorEmissive,albedo.a);
-// frag_color = vec4(sun_dir,albedo.a);
-// frag_color = vec4(sunlit,albedo.a);
- col = linear_to_srgb(col.rgb);
- frag_color = vec4(col,albedo.a);
+ frag_color = vec4(color,albedo.a * vertex_color.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index e0672f09e4..b3880ab178 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -54,29 +54,20 @@ uniform float near_clip;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-
-#ifdef HAS_NORMAL_MAP
ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
-#else
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_normal;
-#endif
+VARYING vec3 vary_tangent;
+flat out float vary_sign;
-#ifdef HAS_SPECULAR_MAP
-ATTRIBUTE vec2 texcoord2;
-VARYING vec2 vary_texcoord2;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
void main()
{
@@ -94,46 +85,26 @@ void main()
#endif
gl_Position = vert;
-#if HAS_SHADOW
+#ifdef HAS_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
-#ifdef HAS_NORMAL_MAP
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#endif
#ifdef HAS_SKIN
- vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
- #ifdef HAS_NORMAL_MAP
- vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
- vec3 b = cross(n, t)*tangent.w;
-
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
- #else //HAS_NORMAL_MAP
- vary_normal = n;
- #endif //HAS_NORMAL_MAP
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
- vec3 n = normalize(normal_matrix * normal);
- #ifdef HAS_NORMAL_MAP
- vec3 t = normalize(normal_matrix * tangent.xyz);
- vec3 b = cross(n,t)*tangent.w;
-
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
- #else //HAS_NORMAL_MAP
- vary_normal = n;
- #endif //HAS_NORMAL_MAP
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
#endif //HAS_SKIN
-
+
+ vary_tangent = normalize(t);
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
vertex_color = diffuse_color;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 69019667de..ea28cca0cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -25,60 +25,34 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
-
-#define DEBUG_BASIC 0
-#define DEBUG_VERTEX 0
-#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
-#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse
-#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse
-#define DEBUG_POSITION 0
-
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
-#ifdef HAS_NORMAL_MAP
- uniform sampler2D bumpMap;
- VARYING vec3 vary_tangent;
- flat in float vary_sign;
-#endif
-
-#ifdef HAS_EMISSIVE_MAP
- uniform sampler2D emissiveMap;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
- uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
-#endif
-
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[4];
-#else
-#define frag_data gl_FragData
-#endif
VARYING vec3 vary_position;
VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_normal;
-VARYING vec2 vary_texcoord1;
-#endif
+VARYING vec3 vary_tangent;
+flat in float vary_sign;
-#ifdef HAS_SPECULAR_MAP
- VARYING vec2 vary_texcoord2;
-#endif
+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()
{
@@ -91,14 +65,14 @@ void main()
discard;
}
- vec3 col = vertex_color.rgb * albedo.rgb;
+ vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb);
// from mikktspace.com
- vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy)*2.0-1.0;
+ 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 );
@@ -107,52 +81,25 @@ void main()
// occlusion 1.0
// roughness 0.0
// metal 0.0
-#ifdef HAS_SPECULAR_MAP
vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb;
-#else
- vec3 spec = vec3(1,0,0);
-#endif
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
-#ifdef HAS_EMISSIVE_MAP
- emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
-#endif
-
-#if DEBUG_PBR_LIGHT_TYPE
- col.rgb = vec3(0.75);
- emissive = vec3(0);
- spec.rgb = vec3(0);
-#endif
-#if DEBUG_BASIC
- col.rgb = vec3( 1, 0, 1 );
-#endif
-#if DEBUG_VERTEX
- col.rgb = vertex_color.rgb;
-#endif
-#if DEBUG_NORMAL_MAP
- col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb;
-#endif
-#if DEBUG_NORMAL_OUT
- col.rgb = vary_normal;
-#endif
-#if DEBUG_ORM
- col.rgb = linear_to_srgb(spec);
-#endif
-#if DEBUG_POSITION
- col.rgb = vary_position.xyz;
-#endif
+ 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(vary_sign*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(emissive, vertex_color.a); // PBR sRGB Emissive
+ frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse
+ frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal.
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index e17d91af38..5573c02a60 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -37,41 +37,24 @@ uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#if !defined(HAS_SKIN)
-uniform mat4 modelview_matrix;
-#endif
-
-VARYING vec3 vary_position;
-
-#endif
-
uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-
-#ifdef HAS_NORMAL_MAP
ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
-ATTRIBUTE vec2 texcoord2;
VARYING vec2 vary_texcoord2;
-#endif
VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+
VARYING vec3 vary_tangent;
flat out float vary_sign;
-
VARYING vec3 vary_normal;
void main()
@@ -83,64 +66,27 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vary_position = pos;
-#endif
-
gl_Position = projection_matrix*vec4(pos,1.0);
#else
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
-#ifdef HAS_NORMAL_MAP
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#endif
-
#ifdef HAS_SKIN
- vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
-#ifdef HAS_NORMAL_MAP
- vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
- vec3 b = cross(n, t)*tangent.w;
-
- //vary_mat0 = vec3(t.x, b.x, n.x);
- //vary_mat1 = vec3(t.y, b.y, n.y);
- //vary_mat2 = vec3(t.z, b.z, n.z);
-#else //HAS_NORMAL_MAP
-vary_normal = n;
-#endif //HAS_NORMAL_MAP
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
- vec3 n = normalize(normal_matrix * normal);
-#ifdef HAS_NORMAL_MAP
- vec3 t = normalize(normal_matrix * tangent.xyz);
- vary_tangent = t;
- vary_sign = tangent.w;
- vary_normal = n;
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
+#endif
- //vec3 b = cross(n,t)*tangent.w;
- //vec3 t = cross(b,n) * binormal.w;
-
- //vary_mat0 = vec3(t.x, b.x, n.x);
- //vary_mat1 = vec3(t.y, b.y, n.y);
- //vary_mat2 = vec3(t.z, b.z, n.z);
-#else //HAS_NORMAL_MAP
- vary_normal = n;
-#endif //HAS_NORMAL_MAP
-#endif //HAS_SKIN
+ vary_tangent = normalize(t);
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
vertex_color = diffuse_color;
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-#if !defined(HAS_SKIN)
- vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
-#endif
-#endif
}