diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 49 |
1 files changed, 33 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 491b757b82..36d5b8a099 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -92,12 +92,14 @@ 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 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); @@ -139,29 +141,23 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output // 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) +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) { vec3 intensity = vec3(0); - vec3 lv = lp.xyz - v; + 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); - if (lightDist > 0.0) - { - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - - float dist = lightDist / inverted_la; + float dist = lightDist/lightSize; - float dist_atten = calcLegacyDistanceAttenuation(dist,fa); - if (dist_atten <= 0.0) - return intensity; + if (dist <= 1.0 && nl > 0.0) + { + float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); - vec3 reflect90 = vec3(1); float specWeight = 1.0; lv = normalize(lv); @@ -169,7 +165,13 @@ vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, nl *= spot * spot; if (nl > 0.0) - intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); + { + 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; + } } return intensity; } @@ -270,7 +272,20 @@ void main() 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), base.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( \ + 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 ); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -280,6 +295,8 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + col.rgb += light.rgb; + col.rgb = linear_to_srgb(col.rgb); col *= atten.r; col += 2.0*additive; |