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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl263
1 files changed, 0 insertions, 263 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
deleted file mode 100644
index 23120bbbbe..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ /dev/null
@@ -1,263 +0,0 @@
-/**
- * @file class3\deferred\multiSpotLightF.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
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-out vec4 frag_color;
-
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
-uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
-uniform samplerCube environmentMap;
-uniform sampler2D lightMap;
-uniform sampler2D projectionMap; // rgba
-uniform sampler2D lightFunc;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-// Light params
-uniform vec3 center;
-uniform float size;
-uniform vec3 color;
-uniform float falloff;
-
-in vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-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 );
-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);
-vec2 getScreenCoord(vec4 clip);
-vec3 srgb_to_linear(vec3 cs);
-vec3 legacy_adjust(vec3 c);
-vec4 texture2DLodSpecular(vec2 tc, float lod);
-
-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)
- discard;
-#else
- vec3 final_color = vec3(0,0,0);
- vec2 tc = getScreenCoord(vary_fragcoord);
- vec3 pos = getPosition(tc).xyz;
-
- vec3 lv;
- vec4 proj_tc;
- float dist, l_dist;
- if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc))
- {
- discard;
- }
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture(lightMap, tc);
- shadow = (proj_shadow_idx==0)?shd.b:shd.a;
- shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
- }
-
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
-
- float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- vec3 h, l, v = -normalize(pos);
- float nh, nl, nv, vh, lightDist;
- calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
-
- vec3 diffuse = texture(diffuseRect, tc).rgb;
- vec4 spec = texture(specularRect, tc);
- vec3 dlit = vec3(0, 0, 0);
- vec3 slit = vec3(0, 0, 0);
-
- vec3 amb_rgb = vec3(0);
-
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
- {
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
- vec3 orm = spec.rgb;
- 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
- && proj_tc.y > 0.0 && proj_tc.y < 1.0)
- {
- float lit = 0.0;
- float amb_da = 0.0;
-
- if (nl > 0.0)
- {
- amb_da += (nl*0.5 + 0.5) * proj_ambiance;
-
- dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
-
- vec3 intensity = dist_atten * dlit * 3.9 * shadow; // Legacy attenuation, magic number to balance with legacy materials
- 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 );
- final_color += diffuse.rgb * amb_rgb;
- }
- }
- else
- {
- diffuse = legacy_adjust(diffuse);
- diffuse = srgb_to_linear(diffuse);
- spec.rgb = srgb_to_linear(spec.rgb);
-
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float amb_da = 0;
- float lit = 0.0;
-
- if (nl > 0.0)
- {
- lit = nl * dist_atten;
-
- dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
-
- final_color = dlit*lit*diffuse*shadow;
-
- // unshadowed for consistency between forward and deferred?
- amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
- }
-
- amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
- final_color += diffuse.rgb * amb_rgb;
- }
-
- if (spec.a > 0.0)
- {
- dlit *= min(nl*6.0, 1.0) * dist_atten;
-
- 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));
-
- if (nh > 0.0)
- {
- float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
- vec3 speccol = dlit*scol*spec.rgb*shadow;
- speccol = clamp(speccol, vec3(0), vec3(1));
- final_color += speccol;
- }
- }
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), n);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
- }
- }
- }
- }
- }
-
- //not sure why, but this line prevents MATBUG-194
- final_color = max(final_color, vec3(0.0));
-
- //output linear
- frag_color.rgb = final_color;
- frag_color.a = 0.0;
-#endif // LOCAL_LIGHT_KILL
-}