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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl217
1 files changed, 22 insertions, 195 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index bc4b4eb7e1..6424e18079 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -28,40 +28,6 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_ANY_LIGHT_TYPE 0 // Output blue light cone
-#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in blue
-#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object
-#define DEBUG_PBR_SPOT 0
-#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit
-#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit
-
-#define DEBUG_LIGHT_FRUSTUM 0 // If projected light effects a surface
-#define DEBUG_AMBIANCE_COLOR 0 // calculated ambiance color
-#define DEBUG_AMBIANCE_AOE 0 // area of effect using inverse ambiance color
-#define DEBUG_AMBIANCE_FINAL 0 // light color * ambiance color
-#define DEBUG_NOISE 0 // monochrome noise
-#define DEBUG_SHADOW 0 // Show inverted shadow
-#define DEBUG_SPOT_DIFFUSE 0 // dot(n,l) * dist_atten
-#define DEBUG_SPOT_NL 0 // monochome area effected by light
-#define DEBUG_SPOT_SPEC_POS 0
-#define DEBUG_SPOT_REFLECTION 0 // color: pos reflected along n
-#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
-
-#define DEBUG_PBR_LIGHT_H 0 // Half vector
-#define DEBUG_PBR_LIHGT_L 0 // Light vector
-#define DEBUG_PBR_LIGHT_NH 0 // colorized dot(n,h)
-#define DEBUG_PBR_LIGHT_NL 0 // colorized dot(n,l)
-#define DEBUG_PBR_LIGHT_NV 0 // colorized dot(n,v)
-#define DEBUG_PBR_LIGHT_VH 0 // colorized dot(v,h)
-#define DEBUG_PBR_LIGHT_DIFFUSE_COLOR 0 // non PBR spotlight
-#define DEBUG_PBR_LIGHT_SPECULAR_COLOR 0 // non PBR spotlight
-#define DEBUG_PBR_LIGHT_INTENSITY 0 // Light intensity
-#define DEBUG_PBR_LIGHT_INTENSITY_NL 0 // Light intensity * dot(n,l)
-#define DEBUG_PBR_LIGHT_BRDF_DIFFUSE 0 // like "fullbright" if no "nl" factor
-#define DEBUG_PBR_LIGHT_BRDF_SPECULAR 0
-#define DEBUG_PBR_LIGHT_BRDF_FINAL 0 // BRDF Diffuse + BRDF Specular
-
-
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -107,19 +73,15 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-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 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);
vec3 colorized_dot(float x);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
-vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip);
-void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);
@@ -127,6 +89,13 @@ vec4 getPosition(vec2 pos_screen);
const float M_PI = 3.14159265;
+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
+
void main()
{
#if defined(LOCAL_LIGHT_KILL)
@@ -178,11 +147,17 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorDiffuse = vec3(0);
- vec3 colorSpec = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
- float metal = packedORM.b;
+ vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
// We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
@@ -194,111 +169,16 @@ void main()
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
- lit = nl * dist_atten;
-
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
+
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- slit = getProjectedLightSpecularColor( pos, n );
-
- float exposure = M_PI;
- dlit *= exposure;
- slit *= exposure;
-
- colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
- colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
- colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
-
- #if DEBUG_PBR_SPOT_DIFFUSE
- colorDiffuse = dlit.rgb; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SPOT_SPECULAR
- colorDiffuse = vec3(0); colorSpec = slit.rgb;
- #endif
- #if DEBUG_PBR_SPOT
- colorDiffuse = dlit; colorSpec = vec3(0);
- colorDiffuse *= nl;
- colorDiffuse *= shadow;
- #endif
+
+ vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
}
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
- colorDiffuse += diffuse.rgb * amb_rgb;
-
- #if DEBUG_AMBIANCE_FINAL
- colorDiffuse = diffuse.rgb * amb_rgb; colorSpec = vec3(0);
- #endif
- #if DEBUG_LIGHT_FRUSTUM
- colorDiffuse = vec3(0,1,0); colorSpec = vec3(0);
- #endif
- #if DEBUG_NOISE
- float noise = texture2D(noiseMap, tc/128.0).b;
- colorDiffuse = vec3(noise); colorSpec = vec3(0);
- #endif
+ final_color += diffuse.rgb * amb_rgb;
}
-
- #if DEBUG_PBR_LIGHT_TYPE
- colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0);
- #endif
-
- #if DEBUG_PBR_LIGHT_H
- colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIHGT_L
- colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_NH
- colorDiffuse = colorized_dot(nh); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_NL
- colorDiffuse = colorized_dot(nl); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_NV
- colorDiffuse = colorized_dot(nv); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_VH
- colorDiffuse = colorized_dot(vh); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_DIFFUSE_COLOR
- colorDiffuse = dlit;
- #endif
- #if DEBUG_PBR_LIGHT_SPECULAR_COLOR
- colorDiffuse = slit;
- #endif
- #if DEBUG_PBR_LIGHT_INTENSITY
- colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ); colorSpec = vec3(0);
-// colorDiffuse = nl * dist_atten;
- #endif
- #if DEBUG_PBR_LIGHT_INTENSITY_NL
- colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ) * nl; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_BRDF_DIFFUSE
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
- colorDiffuse = BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
- colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_LIGHT_BRDF_SPECULAR
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
- colorDiffuse = vec3(0);
- colorSpec = BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
- #endif
- #if DEBUG_PBR_LIGHT_BRDF_FINAL
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
- colorDiffuse = nl * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
- colorSpec = nl * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
- #endif
-
- final_color = colorDiffuse + colorSpec;
}
else
{
@@ -326,9 +206,6 @@ void main()
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb;
-#if DEBUG_LEG_LIGHT_TYPE
- final_color = vec3(0,0,0.5);
-#endif
}
if (spec.a > 0.0)
@@ -376,58 +253,8 @@ void main()
}
}
}
- #if DEBUG_SPOT_REFLECTION
- final_color = ref;
- #endif
- }
-
-#if DEBUG_LIGHT_FRUSTUM
- if (proj_tc.x > 0.0 && proj_tc.x < 1.0
- && proj_tc.y > 0.0 && proj_tc.y < 1.0)
- {
- final_color = vec3(0,0,1);
}
-#endif
- }
-
-#if DEBUG_AMBIANCE_AOE
- if (proj_tc.x > 0.0 && proj_tc.x < 1.0
- && proj_tc.y > 0.0 && proj_tc.y < 1.0)
- {
- final_color = 1.0 - amb_rgb;
}
-#endif
-#if DEBUG_AMBIANCE_COLOR
- if (proj_tc.x > 0.0 && proj_tc.x < 1.0
- && proj_tc.y > 0.0 && proj_tc.y < 1.0)
- {
- final_color = amb_rgb;
- }
-#endif
-#if DEBUG_SHADOW
- final_color = 1.0 - vec3(shadow);
-#endif
-#if DEBUG_SPOT_DIFFUSE
- final_color = vec3(nl * dist_atten);
-#endif
-#if DEBUG_SPOT_NL
- final_color =vec3(nl);
-#endif
-#if DEBUG_SPOT_SPEC_POS
- vec3 ref = reflect(normalize(pos), n);
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
- final_color = pos + ref * dot(pdelta, proj_n)/ds;
-#endif
-#if DEBUG_SPOT_REFLECTION
- final_color = reflect(normalize(pos), n);
-#endif
-#if DEBUG_SPOT_ZERO
- final_color = vec3(0,0,0);
-#endif
-#if DEBUG_ANY_LIGHT_TYPE
- final_color = vec3(0,0,0.3333);
-#endif
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));