diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 93 |
1 files changed, 76 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 243f1c4498..ff2b87b9df 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -26,12 +26,14 @@ #define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0 #define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1 #define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0 +#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1 #define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer #define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer #define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance #define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian #define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal +#define DEBUG_PBR_OCCLUSION 0 // Output: Occlusion map #define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss #define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness #define DEBUG_PBR_METAL 0 // Output: grayscale metal @@ -41,12 +43,22 @@ #define DEBUG_PBR_SPEC 0 // Output: Final spec #define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection #define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_RAW_DIFF 1, and in pbropaqueF set DEBUG_NORMAL_RAW -#define DEBUG_PBR_VIEW 0 // Output: view_dir +#define DEBUG_PBR_TANGENT 0 // Output: Tangent +#define DEBUG_PBR_BITANGET 0 // Output: Bitangnet +#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera +#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1]) #define DEBUG_PBR_BRDF 0 // Output: Environment BRDF -#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal,ViewDir) -#define DEBUG_PBR_DOT_TV 0 // Output: -#define DEBUG_PBR_DOT_BV 0 // Output: +#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera) +#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera) +#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera) #define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel +#define DEBUG_PBR_KSPEC 0 // Output: K spec +#define DEBUG_PBR_IOR 0 // Output: grayscale IOR +#define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior +#define DEBUG_PBR_REFLECT0_MIX 0 // Output: diffuse reflect0 calculated from ior +#define DEBUG_PBR_FE_GGX 0 // Output: FssEssGGX +#define DEBUG_PBR_FE_LAMBERT 0 // Output: FssEssLambert +#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable @@ -184,6 +196,8 @@ void main() vec3 legacyenv; sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + amblit = max(ambenv, amblit); + bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR); if (hasPBR) { @@ -201,15 +215,21 @@ void main() #if DEBUG_PBR_PACK_ORM1 packedORM = vec3(1,1,1); #endif - float IOR = 1.5; // default Index Of Reflection 1.5 + float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) vec3 reflect0 = vec3(0.04); // -> incidence reflectance 0.04 - - IOR = 0.0; // TODO: Set from glb - reflect0 = calcBaseReflect0(IOR); +#if HAS_IOR + reflect0 = calcBaseReflect0(IOR); +#endif +#if DEBUG_PBR_REFLECT0_BASE + vec3 debug_reflect0 = reflect0; +#endif float metal = packedORM.b; vec3 reflect90 = vec3(0); - vec3 v = view_dir; + vec3 v = -normalize(pos.xyz); +#if DEBUG_PBR_VERT2CAM1 + v = vec3(0,0,1); +#endif vec3 n = norm.xyz; // vec3 t = texture2DRect(tangentMap, tc).rgb; #if DEBUG_PBR_TANGENT1 @@ -219,8 +239,8 @@ void main() vec3 reflectVN = normalize(reflect(-v,n)); float dotNV = clamp(dot(n,v),0,1); - float dotTV = clamp(dot(n,t),0,1); - float dotBV = clamp(dot(n,b),0,1); + float dotTV = clamp(dot(t,v),0,1); + float dotBV = clamp(dot(b,v),0,1); // Reference: getMetallicRoughnessInfo float perceptualRough = packedORM.g; @@ -228,7 +248,9 @@ void main() vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees reflect90 = vec3(1); // reflect at 90 degrees +#if DEBUG_PBR_REFLECTANCE float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); +#endif // Common to RadianceGGX and RadianceLambertian float specWeight = 1.0; @@ -238,12 +260,13 @@ void main() vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0); // Reference: getIBLRadianceGGX + vec3 reflection = normalize(reflect(-v,n)); vec3 specLight = getSpecularPBR(reflection); #if HAS_IBL kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor); #endif - vec3 FssEssRadiance = kSpec*vScaleBias.x + vScaleBias.y; - colorSpec += specWeight * specLight * FssEssRadiance; + vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; + colorSpec += specWeight * specLight * FssEssGGX; // Reference: getIBLRadianceLambertian vec3 irradiance = getDiffuseLightPBR(n); @@ -255,7 +278,11 @@ void main() vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms); colorDiffuse += (FmsEms + kDiffuse) * irradiance; - color.rgb = colorDiffuse + colorEmissive + colorSpec; + float occlusion_strength = 1.0; // TODO: From glb + float ao = packedORM.r; + colorDiffuse = mix(colorDiffuse, colorDiffuse * ao, occlusion_strength); + + color.rgb = colorDiffuse + colorEmissive + colorSpec; #if DEBUG_PBR_BRDF_UV color.rgb = vec3(brdfPoint,0.0); @@ -266,12 +293,24 @@ void main() #if DEBUG_PBR_FRESNEL color.rgb = fresnelR; #endif + #if DEBUG_PBR_IOR + color.rgb = vec3(IOR); + #endif + #if DEBUG_PBR_KSPEC + color.rgb = kSpec; + #endif #if DEBUG_PBR_RAW_DIFF color.rgb = diffuse.rgb; #endif #if DEBUG_PBR_RAW_SPEC color.rgb = spec.rgb; #endif + #if DEBUG_PBR_REFLECT0_BASE + color.rgb = vec3(debug_reflect0); + #endif + #if DEBUG_PBR_REFLECT0_MIX + color.rgb = vec3(reflect0); + #endif #if DEBUG_PBR_REFLECTANCE color.rgb = vec3(reflectance); #endif @@ -281,6 +320,9 @@ void main() #if DEBUG_PBR_DIFFUSE color.rgb = colorDiffuse; #endif + #if DEBUG_PBR_DIFFUSE_K + color.rgb = kDiffuse; + #endif #if DEBUG_PBR_EMISSIVE color.rgb = colorEmissive; #endif @@ -299,14 +341,26 @@ void main() #if DEBUG_PBR_SPEC_REFLECTION color.rgb = specLight; #endif + #if DEBUG_PBR_OCCLUSION + color.rgb = vec3(packedORM.r); + #endif #if DEBUG_PBR_ORM color.rgb = packedORM; #endif #if DEBUG_PBR_NORMAL color.rgb = norm.xyz; #endif - #if DEBUG_PBR_VIEW - color.rgb = view_dir; + #if DEBUG_PBR_TANGENT + color.rgb = t; + #endif + #if DEBUG_PBR_BITANGENT + color.rgb = b; + #endif + #if DEBUG_PBR_V2C_RAW + color.rgb = v; + #endif + #if DEBUG_PBR_V2C_REMAP + color.rgb = v*0.5 + vec3(0.5); #endif #if DEBUG_PBR_DOT_NV color.rgb = vec3(dotNV); @@ -317,10 +371,15 @@ void main() #if DEBUG_PBR_DOT_BV color.rgb = vec3(dotBV); #endif + #if DEBUG_PBR_FE_GGX + color.rgb = FssEssGGX; // spec + #endif + #if DEBUG_PBR_FE_LAMBERT + color.rgb = FssEssLambert; // diffuse + #endif } else { - amblit = max(ambenv, amblit); color.rgb = amblit*ambocc; //float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); |