diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 46 |
1 files changed, 29 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6c13757149..6a248f25bc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -27,9 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D lightFunc; uniform vec3 env_mat[3]; @@ -47,6 +44,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; +uniform int classic_mode; 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); @@ -57,24 +55,29 @@ vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos); void main() { vec3 final_color = vec3(0); vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; + GBufferInfo gb = getGBuffer(tc); - vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() - vec3 n = norm.xyz; + vec3 n = gb.normal; - vec3 diffuse = texture(diffuseRect, tc).rgb; - vec4 spec = texture(specularRect, tc); + vec3 diffuse = gb.albedo.rgb; + vec4 spec = gb.specular; // Common half vectors calcs vec3 lv = trans_center.xyz-pos; @@ -89,9 +92,9 @@ void main() float dist = lightDist / size; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = gb.emissive.rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -104,7 +107,14 @@ void main() vec3 specularColor = mix(f0, baseColor.rgb, metallic); vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials - final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); + + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += intensity* clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } else { @@ -124,9 +134,9 @@ void main() lit = min(nl*6.0, 1.0) * dist_atten; 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 fres = pow(1.0 - vh, 5.0) * 0.4+0.5; + float gtdenom = 2.0 * nh; + float gt = max(0.0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); if (nh > 0.0) { @@ -140,7 +150,9 @@ void main() discard; } } - - frag_color.rgb = max(final_color, vec3(0)); + float final_scale = 1.0; + if (classic_mode > 0) + final_scale = 0.9; + frag_color.rgb = max(final_color * final_scale, vec3(0)); frag_color.a = 0.0; } |