diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
4 files changed, 80 insertions, 74 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e6bdaf265e..7a1a54a77a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file alphaF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -60,7 +60,7 @@ uniform vec2 screen_res; uniform int sun_up_factor; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; void waterClip(vec3 pos); @@ -68,7 +68,6 @@ void waterClip(vec3 pos); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); -vec2 encode_normal (vec3 n); vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); @@ -78,6 +77,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float getAmbientClamp(); +void mirrorClip(vec3 pos); + void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); @@ -90,15 +91,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float falloff_factor = (12.0 * fa) - 9.0; float inverted_la = falloff_factor / la; // Yes, it makes me want to cry as well. DJH - + vec3 col = vec3(0); - //get light vector - vec3 lv = lp.xyz-v; + //get light vector + vec3 lv = lp.xyz-v; - //get distance - float dist = length(lv); - float da = 1.0; + //get distance + float dist = length(lv); + float da = 1.0; /*if (dist > inverted_la) { @@ -111,23 +112,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec if (proj_tc.z < 0 || proj_tc.z > 1 || proj_tc.x < 0 - || proj_tc.x > 1 + || proj_tc.x > 1 || proj_tc.y < 0 || proj_tc.y > 1) { return col; }*/ - if (dist > 0.0 && inverted_la > 0.0) - { + if (dist > 0.0 && inverted_la > 0.0) + { dist /= inverted_la; - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; dist_atten *= 2.0f; if (dist_atten <= 0.0) @@ -135,20 +136,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; } - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= dot(n, lv); + //angular attenuation + da *= dot(n, lv); da = max(0.0, da); - float lit = 0.0f; + float lit = 0.0f; float amb_da = 0.0;//ambiance; if (da > 0) { - lit = max(da * dist_atten,0.0); + lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; } @@ -165,10 +166,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; } -void main() +void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + mirrorClip(vary_position); + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + vec4 pos = vec4(vary_position, 1.0); #ifndef IS_AVATAR_SKIN // clip against water plane unless this is a legacy avatar skin @@ -199,7 +202,7 @@ void main() float final_alpha = diffuse_srgb.a * vertex_color.a; diffuse_srgb.rgb *= vertex_color.rgb; - + // Insure we don't pollute depth with invis pixels in impostor rendering // if (final_alpha < minimum_alpha) @@ -222,7 +225,7 @@ void main() final_alpha *= vertex_color.a; if (final_alpha < minimum_alpha) - { // TODO: figure out how to get invisible faces out of + { // TODO: figure out how to get invisible faces out of // render batches without breaking glow discard; } @@ -245,11 +248,11 @@ void main() vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); - + float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); - + float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); @@ -266,7 +269,7 @@ void main() color.rgb *= diffuse_linear.rgb; vec4 light = vec4(0,0,0,0); - + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 34d86b6147..059c2a64ce 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 * $/LicenseInfo$ */ @@ -87,9 +87,10 @@ 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); void waterClip(vec3 pos); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); @@ -110,15 +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 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 p, // pixel position @@ -156,6 +157,8 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, void main() { + mirrorClip(vary_position); + vec3 color = vec3(0,0,0); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; @@ -178,7 +181,7 @@ 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 ); @@ -215,7 +218,7 @@ 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); @@ -242,7 +245,7 @@ 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)); } @@ -292,7 +295,7 @@ 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; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 10bfe2c5d5..1bd5f5a718 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file sunLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -35,23 +35,23 @@ in vec2 vary_fragcoord; uniform vec3 sun_dir; uniform float shadow_bias; -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); -void main() +void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); + vec4 norm = getNorm(pos_screen); vec4 col; - col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); col.g = 1.0f; - col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen); + col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen); frag_color = clamp(col, vec4(0), vec4(1)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 2f1819bff7..e0333b6044 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -1,27 +1,27 @@ -/** +/** * @file class2/deferred/sunLightSSAOF.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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]*/ out vec4 frag_color; @@ -32,23 +32,23 @@ out vec4 frag_color; in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen); float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen); float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen); float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); -void main() +void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); + vec4 norm = getNorm(pos_screen); vec4 col; - col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - col.g = calcAmbientOcclusion(pos, norm, pos_screen); - col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); + col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen); + col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen); + col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen); frag_color = clamp(col, vec4(0), vec4(1)); } |
