diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl | 325 |
1 files changed, 325 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl new file mode 100644 index 0000000000..ac4ff50552 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -0,0 +1,325 @@ +/** + * @file pbrmetallicroughnessF.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * 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]*/ + + +// GLTF pbrMetallicRoughness implementation + +uniform int gltf_material_id; + +vec3 emissiveColor = vec3(0,0,0); +float metallicFactor = 1.0; +float roughnessFactor = 1.0; +float minimum_alpha = -1.0; + +layout (std140) uniform GLTFMaterials +{ + // see pbrmetallicroughnessV.glsl for packing + vec4 gltf_material_data[MAX_UBO_VEC4S]; +}; + +void unpackMaterial() +{ + if (gltf_material_id > -1) + { + int idx = gltf_material_id*12; + emissiveColor = gltf_material_data[idx+10].rgb; + roughnessFactor = gltf_material_data[idx+11].g; + metallicFactor = gltf_material_data[idx+11].b; + minimum_alpha -= gltf_material_data[idx+11].a; + } +} + +// ================================== +// needed by all variants +// ================================== +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D emissiveMap; +in vec3 vary_position; +in vec4 vertex_color; +in vec2 base_color_uv; +in vec2 emissive_uv; + +void mirrorClip(vec3 pos); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); +// ================================== + + +// ================================== +// needed by all lit variants +// ================================== +#ifndef UNLIT +uniform sampler2D normalMap; +uniform sampler2D metallicRoughnessMap; +uniform sampler2D occlusionMap; +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; +in vec2 normal_uv; +in vec2 metallic_roughness_uv; +in vec2 occlusion_uv; +#endif +// ================================== + + +// ================================== +// needed by all alpha variants +// ================================== +#ifdef ALPHA_BLEND +in vec3 vary_fragcoord; +uniform vec4 clipPlane; +uniform float clipSign; +void waterClip(vec3 pos); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); +#endif +// ================================== + + +// ================================== +// needed by lit alpha +// ================================== +#if defined(ALPHA_BLEND) && !defined(UNLIT) + +#ifdef HAS_SUN_SHADOW +uniform sampler2D lightMap; +uniform vec2 screen_res; +#endif + +// Lights +// See: LLRender::syncLightState() +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 + +uniform int sun_up_factor; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +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); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); + +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 pbrCalcPointLightOrSpotLight(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); + +#endif +// ================================== + + +// ================================== +// output definition +// ================================== +#if defined(ALPHA_BLEND) || defined(UNLIT) +out vec4 frag_color; +#else +out vec4 frag_data[4]; +#endif +// ================================== + + +void main() +{ + unpackMaterial(); +// ================================== +// all variants +// mirror clip +// base color +// masking +// emissive +// ================================== + vec3 pos = vary_position; + mirrorClip(pos); + +#ifdef ALPHA_BLEND + //waterClip(pos); +#endif + + vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba; + basecolor.rgb = srgb_to_linear(basecolor.rgb); + basecolor *= vertex_color; + + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb); +// ================================== + +// ================================== +// all lit variants +// prepare norm +// prepare orm +// ================================== +#ifndef UNLIT + // from mikktspace.com + vec3 vNt = texture(normalMap, normal_uv.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 ); + norm *= gl_FrontFacing ? 1.0 : -1.0; + + // RGB = Occlusion, Roughness, Metal + // default values, see LLViewerTexture::sDefaultPBRORMImagep + // occlusion 1.0 + // roughness 0.0 + // metal 0.0 + vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb; + orm.r = texture(occlusionMap, occlusion_uv.xy).r; + orm.g *= roughnessFactor; + orm.b *= metallicFactor; +#endif +// ================================== + +// ================================== +// non alpha output +// ================================== +#ifndef ALPHA_BLEND +#ifdef UNLIT + vec4 color = basecolor; + color.rgb += emissive.rgb; + frag_color = color; +#else + frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0)); + frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0)); + frag_data[2] = vec4(norm, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = max(vec4(emissive,0), vec4(0)); +#endif +#endif + + +// ================================== +// alpha implementation +// ================================== +#ifdef ALPHA_BLEND + + float scol = 1.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + vec3 light_dir; + +#ifdef UNLIT + light_dir = vec3(0,0,1); + vec3 norm = vec3(0,0,1); +#else + light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; +#endif + + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + +#ifndef UNLIT + vec3 sunlit_linear = srgb_to_linear(sunlit); + + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + +#ifdef HAS_SUN_SHADOW + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); + + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(basecolor.rgb, metallic, diffuseColor, specularColor); + + vec3 v = -normalize(pos.xyz); + + vec3 color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, emissive, orm.r, additive, atten); + + vec3 light = vec3(0); + + // Punctual lights +#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(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) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color.rgb += light.rgb; + + color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; + + float a = basecolor.a*vertex_color.a; + + frag_color = max(vec4(color.rgb,a), vec4(0)); +#else // UNLIT + vec4 color = basecolor; + color.rgb += emissive.rgb; + frag_color = color; +#endif +#endif // ALPHA_BLEND +} + |