diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 58 | 
1 files changed, 16 insertions, 42 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 059c2a64ce..f4a8051427 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file class1\deferred\pbralphaF.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   * $/LicenseInfo$   */ @@ -87,7 +87,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);  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,  +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);  void mirrorClip(vec3 pos); @@ -111,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 additive,                    vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,  -                    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,  +vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness,                      float metallic,                      vec3 n, // normal                      vec3 p, // pixel position @@ -127,33 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,                      vec3 lp, // light position                      vec3 ld, // light direction (for spotlights)                      vec3 lightColor, -                    float lightSize, float falloff, float is_pointlight, float ambiance) -{ -    vec3 color = vec3(0,0,0); - -    vec3 lv = lp.xyz - p; - -    float lightDist = length(lv); - -    float dist = lightDist / lightSize; -    if (dist <= 1.0) -    { -        lv /= lightDist; - -        float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - -        // spotlight coefficient. -        float spot = max(dot(-ld, lv), is_pointlight); -        // spot*spot => GL_SPOT_EXPONENT=2 -        float spot_atten = spot*spot; - -        vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials - -        color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); -    } - -    return color; -} +                    float lightSize, float falloff, float is_pointlight, float ambiance);  void main()  { @@ -181,7 +155,7 @@ void main()      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 ); @@ -218,7 +192,7 @@ void main()      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(col.rgb, metallic, diffuseColor, specularColor); @@ -230,7 +204,7 @@ void main()      vec3 light = vec3(0);      // Punctual lights -#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); +#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) @@ -245,7 +219,7 @@ void main()      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));  } @@ -295,7 +269,7 @@ void main()      // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear      colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); -     +      float a = basecolor.a*vertex_color.a;      color += colorEmissive;  | 
