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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 429 |
1 files changed, 429 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl new file mode 100644 index 0000000000..82e2de0c0f --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -0,0 +1,429 @@ +/** +* @file materialF.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]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +#ifdef WATER_FOG +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); +#endif + +vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 l); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +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); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); +vec3 legacy_adjust(vec3 c); +vec3 legacy_adjust_fullbright(vec3 c); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +out vec4 frag_color; + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +in vec2 vary_fragcoord; + +in vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); +void waterClip(vec3 pos); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) +{ + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + 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 distance + float dist = length(lv); + float da = 1.0; + + dist /= inverted_la; + + if (dist > 0.0 && inverted_la > 0.0) + { + //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) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv + npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +out vec4 frag_data[4]; +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +in vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#ifdef HAS_NORMAL_MAP +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; +in vec2 vary_texcoord1; +#else +in vec3 vary_normal; +#endif + +in vec4 vertex_color; +in vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); + +// get the transformed normal and apply glossiness component from normal map +vec3 getNormal(inout float glossiness) +{ +#ifdef HAS_NORMAL_MAP + vec4 vNt = texture(bumpMap, vary_texcoord1.xy); + glossiness *= vNt.a; + vNt.xyz = vNt.xyz * 2 - 1; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + return tnorm; +#else + return normalize(vary_normal); +#endif +} + +vec4 getSpecular() +{ +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + return spec; +} + +void alphaMask(float alpha) +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (alpha < minimum_alpha-bias) + { + discard; + } +#endif +} + +void waterClip() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + waterClip(vary_position.xyz); +#endif +} + +float getEmissive(vec4 diffcol) +{ +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + return emissive_brightness; +#else + return max(diffcol.a, emissive_brightness); +#endif +} + +float getShadow(vec3 pos, vec3 norm) +{ +#ifdef HAS_SUN_SHADOW + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy); + #else + return 1; + #endif +#else + return 1; +#endif +} + +void main() +{ + waterClip(); + + // diffcol == diffuse map combined with vertex color + vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + + alphaMask(diffcol.a); + + // spec == specular map combined with specular color + vec4 spec = getSpecular(); + float env = env_intensity * spec.a; + float glossiness = specular_color.a; + vec3 norm = getNormal(glossiness); + + vec2 abnormal = encode_normal(norm.xyz); + + float emissive = getEmissive(diffcol); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + //forward rendering, output lit linear color + diffcol.rgb = legacy_adjust(diffcol.rgb); + diffcol.rgb = srgb_to_linear(diffcol.rgb); + spec.rgb = srgb_to_linear(spec.rgb); + spec.a = glossiness; // pack glossiness into spec alpha for lighting functions + + vec3 pos = vary_position; + + float shadow = getShadow(pos, norm); + + vec4 diffuse = diffcol; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true); + + // use sky settings ambient or irradiance map sample, whichever is brighter + color = max(amblit_linear, ambenv); + + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + vec3 sun_contrib = min(da, shadow) * sunlit_linear; + color.rgb += sun_contrib; + color *= diffcol.rgb; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + float glare = 0.0; + + if (glossiness > 0.0) + { + vec3 lv = light_dir.xyz; + vec3 h, l, v = -normalize(pos.xyz); + float nh, nl, nv, vh, lightDist; + vec3 n = norm.xyz; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + if (nl > 0.0 && nh > 0.0) + { + float lit = min(nl*6.0, 1.0); + + float sa = nh; + float fres = pow(1 - vh, 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); + + float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); + color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; + } + + // add radiance map + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + } + + color = mix(color.rgb, legacy_adjust_fullbright(diffcol.rgb), emissive); + + if (env > 0.0) + { // add environmentmap + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env); + + float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b); + cur_glare = clamp(cur_glare, 0, 1); + cur_glare *= env; + glare += cur_glare; + } + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear); + color = temp.rgb; +#endif + + vec3 npos = normalize(-pos.xyz); + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, 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 += light; + + glare *= 1.0-emissive; + glare = min(glare, 1.0); + float al = max(diffcol.a, glare) * vertex_color.a; + + frag_color = max(vec4(color, al), vec4(0)); + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + frag_data[3] = vec4(0); +#endif +} + |