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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl118
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl8
2 files changed, 124 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 4df74b762a..ad3a93128d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -25,12 +25,27 @@
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
+uniform sampler2D projectionMap; // rgba
+
+// projected lighted params
+uniform mat4 proj_mat; //screen space to light space projector
+uniform vec3 proj_n; // projector normal
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform float proj_focus; // distance from plane to begin blurring
+uniform float proj_lod ; // (number of mips in proj map)
+uniform float proj_range; // range between near clip and far clip plane of projection
+
+// light params
+uniform vec3 color; // light_color
+uniform float size; // light_size
uniform mat4 inv_proj;
uniform vec2 screen_res;
const float M_PI = 3.14159265;
+vec3 srgb_to_linear(vec3 cs);
+
// In:
// lv unnormalized surface to light vector
// n normal of the surface
@@ -52,6 +67,33 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v,
lightDist = length(lv);
}
+// In:
+// light_center
+// pos
+// Out:
+// dist
+// l_dist
+// lv
+// proj_tc Projector Textue Coordinates
+bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc )
+{
+ lv = light_center - pos.xyz;
+ dist = length(lv);
+ bool clipped = (dist >= size);
+ if ( !clipped )
+ {
+ dist /= size;
+
+ l_dist = -dot(lv, proj_n);
+ vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0));
+ clipped = (projected_point.z < 0.0);
+ projected_point.xyz /= projected_point.w;
+ proj_tc = projected_point;
+ }
+
+ return clipped;
+}
+
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
@@ -104,6 +146,80 @@ float getDepth(vec2 pos_screen)
return depth;
}
+vec4 getTexture2DLodDiffuse(vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+ float det = min(lod/(proj_lod*0.5), 1.0);
+ float d = min(dist.x, dist.y);
+ float edge = 0.25*det;
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+// Returns projected light in Linear
+// Uses:
+// color
+// NOTE: projected.a will be pre-multiplied with projected.rgb
+vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)
+{
+ float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+ vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod);
+
+ return color.rgb * plcol.rgb * plcol.a;
+}
+
+vec4 texture2DLodSpecular(vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+ float det = min(lod/(proj_lod*0.5), 1.0);
+ float d = min(dist.x, dist.y);
+ d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
+ float edge = 0.25*det;
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+// See: clipProjectedLightVars()
+vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n )
+{
+ vec3 slit = vec3(0);
+ vec3 ref = reflect(normalize(pos), n);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float l_dist = length(pdelta);
+ float ds = dot(ref, proj_n);
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+ if (stc.z > 0.0)
+ {
+ stc /= stc.w;
+ slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
+ }
+ }
+ return slit; // specular light
+}
+
+vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv)
+{
+ float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+ vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
+
+ return color.rgb * plcol.rgb * plcol.a;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = getDepth(pos_screen);
@@ -174,7 +290,7 @@ vec2 getGGX( vec2 brdfPoint )
float getLightAttenuationPointSpot(float range, float distance)
{
#if 1
- return range;
+ return distance;
#else
float range2 = pow(range, 2.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 5072f16988..e6f2c9d02b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -25,6 +25,8 @@
/*[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
@@ -120,7 +122,11 @@ void main()
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