summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl637
1 files changed, 89 insertions, 548 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index d78c47a36a..50aa93fea6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -23,106 +23,6 @@
* $/LicenseInfo$
*/
-#define PBR_USE_ATMOS 1
-#define PBR_USE_IBL 1
-#define PBR_USE_SUN 1
-
-#define PBR_USE_LINEAR_ALBEDO 1
-#define PBR_USE_DEFAULT_IRRADIANCE 0 // PBR: irradiance, skins/default/textures/default_irradiance.png
-#define PBR_USE_IRRADIANCE_HACK 1
-
-#define DEBUG_PBR_LIGHT_TYPE 0 // Output no global light to make it easier to see pointLight and spotLight
-#define DEBUG_PBR_PACK_ORM0 0 // Rough=0, Metal=0
-#define DEBUG_PBR_PACK_ORM1 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_SPECLIGHT051 0 // Force specLigh to be 0,0.5,1
-
-// Pass input through "as is"
-#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
-#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
-#define DEBUG_PBR_METAL 0 // Output: grayscale Metal map
-#define DEBUG_PBR_NORMAL_MAP 0 // Output: Normal -- also need to set DEBUG_NORMAL_MAP in pbropaqueF
-#define DEBUG_PBR_OCCLUSION 0 // Output: grayscale Occlusion map
-#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
-#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughness map
-#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
-
-#define DEBUG_PBR_TANGENT 0 // Output: Tangent
-#define DEBUG_PBR_BITANGENT 0 // Output: Bitangent
-#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera)
-#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
-
-// IBL Spec
-#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
-#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
-#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
-#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
-#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output)
-#define DEBUG_PBR_BRDF_SCALE_ONLY 0 // Output: grayscale BRDF Scale
-#define DEBUG_PBR_BRDF_BIAS_ONLY 0 // Output: grayscale BRDER Bias
-#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
-#define DEBUG_PBR_KSPEC 0 // Output: K spec
-#define DEBUG_PBR_REFLECTION_DIR 0 // Output: reflection dir
-#define DEBUG_PBR_SPEC_IBL 0 // Output: IBL specularity
-#define DEBUG_PBR_SPEC_LEGACY 0 // Output: legacyenv
-#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection
-#define DEBUG_PBR_FSS_ESS_GGX 0 // Output: FssEssGGX
-#define DEBUG_PBR_SPEC 0 // Output: Final spec
-
-// IBL Diffuse
-#define DEBUG_PBR_DIFFUSE_C 0 // Output: diffuse non metal mix
-#define DEBUG_PBR_IRRADIANCE_RAW 0 // Output: Diffuse Irradiance pre-mix
-#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance, NOTE: SSAO is factored in
-#define DEBUG_PBR_FSS_ESS_LAMBERT 0 // Output: FssEssLambert
-#define DEBUG_PBR_EMS 0 // Output: Ems = (1 - BRDF Scale + BRDF Bias)
-#define DEBUG_PBR_EMS_AVG 0 // Output: Avg Ems
-#define DEBUG_PBR_AVG 0 // Output: Avg
-#define DEBUG_PBR_FMS_EMS 0 // Output: FmsEms
-#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms
-#define DEBUG_PBR_DIFFUSE_PRE_AO 0 // Output: diffuse pre AO
-#define DEBUG_PBR_DIFFUSE 0 // Output: diffuse post AO
-
-// Atmospheric Lighting
-#define DEBUG_PBR_AMBENV 0 // Output: ambient environment
-#define DEBUG_PBR_AMBOCC 0 // Output: ambient occlusion
-#define DEBUG_PBR_DA_RAW 0 // Output: da pre pow()
-#define DEBUG_PBR_DA_POW 0 // Output: da post pow()
-#define DEBUG_PBR_SUN_LIT 0 // Ouput: sunlit
-#define DEBUG_PBR_SUN_CONTRIB 0 // Output: sun_contrib
-#define DEBUG_PBR_SKY_ADDITIVE 0 // Output: additive
-#define DEBUG_PBR_SKY_ATTEN 0 // Output: greyscale atten.r
-
-// Sun
-#define DEBUG_PBR_SUN_FULL_BRIGHT 0 // Sunlit color = <1,1,1>
-#define DEBUG_PBR_SUN_OUT_DIFFUSE 0 // Final sun diffuse : intensity * nl * diffuse
-#define DEBUG_PBR_SUN_OUT_SPECULAR 0 // Final sun specular: intensity * nl * specular
-#define DEBUG_PBR_SUN_LAMBERT 0 // BRDF Diffuse: Lambertian Diffuse color
-#define DEBUG_PBR_SUN_LAMBERT_NL 0 // BRDF Diffuse: nl * Lambertian Diffuse color
-#define DEBUG_PBR_SUN_H 0 // Half Vector
-#define DEBUG_PBR_SUN_L 0 // Light Vector
-#define DEBUG_PBR_SUN_V 0 // Surface to Light Vector
-#define DEBUG_PBR_SUN_NH 0 // dot(n,h)
-#define DEBUG_PBR_SUN_NL 0 // dot(n,l)
-#define DEBUG_PBR_SUN_NV 0 // dot(n,v)
-#define DEBUG_PBR_SUN_VH 0 // dot(v,h)
-#define DEBUG_PBR_SUN_REFLECT0 0 // reflect0 only
-#define DEBUG_PBR_SUN_SPEC_FRESNEL 0 // Fresnel
-#define DEBUG_PBR_SUN_SPEC_D 0 // D(h)
-#define DEBUG_PBR_SUN_SPEC_V 0 // V(l,v,h)
-#define DEBUG_PBR_SUN_SPEC_DF 0 // D() * F()
-#define DEBUG_PBR_SUN_SPEC_DV 0 // D() * V()
-#define DEBUG_PBR_SUN_SPEC_FV 0 // F() * V()
-#define DEBUG_PBR_SUN_SPEC_DFV 0 // D() * F() * V()
-#define DEBUG_PBR_SUN_SPEC_NL_DFV 0 // nl * D() * F() * V()
-#define DEBUG_PBR_SUN_FINAL 0 // LAMBERT_NL + BRDF()
-
-#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_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED
-#define DEBUG_PBR_SPEC_WEIGHT 0 // Output: specWeight
-#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1])
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
@@ -169,16 +69,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-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 calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-float calcF0(float ior);
-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 getAmbientClamp();
-vec2 getGGX( vec2 brdfPoint );
-void initMaterial( vec3 diffuse, vec3 packedORM,
- out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
@@ -193,18 +84,39 @@ void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
-// Debug Utils
-vec3 BRDFDiffuse(vec3 color);
-vec3 colorize_dot(float x);
-vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh);
-float D_GGX( float nh, float alphaRough );
-float V_GGX( float nl, float nv, float alphaRough );
-
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-uniform vec3 view_dir; // PBR
+// PBR interface
+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);
+void initMaterial( vec3 diffuse, vec3 packedORM,
+ out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
+// perform PBR image based lighting according to GLTF spec
+// all parameters are in linear space
+void pbrIbl(out vec3 colorDiffuse, // diffuse color output
+ out vec3 colorSpec, // specular color output,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv,
+ float perceptualRough, // roughness factor
+ float gloss, // 1.0 - roughness factor
+ vec3 reflect0,
+ vec3 c_diff);
+
+void pbrDirectionalLight(inout vec3 colorDiffuse,
+ inout vec3 colorSpec,
+ vec3 sunlit,
+ float scol,
+ vec3 reflect0,
+ vec3 reflect90,
+ vec3 c_diff,
+ float alphaRough,
+ float vh,
+ float nl,
+ float nv,
+ float nh);
void main()
{
@@ -241,8 +153,6 @@ void main()
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
- //vec3 amb_vec = env_mat * norm.xyz;
-
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
@@ -262,480 +172,111 @@ void main()
vec3 colorDiffuse = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 colorSpec = vec3(0);
-// vec3 colorClearCoat = vec3(0);
-// vec3 colorSheen = vec3(0);
-// vec3 colorTransmission = vec3(0);
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
-#if DEBUG_PBR_PACK_ORM0
- packedORM = vec3(0,0,0);
-#endif
-#if DEBUG_PBR_PACK_ORM1
- packedORM = vec3(1,1,1);
-#endif
float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
-#if DEBUG_PBR_REFLECT0_BASE
- vec3 debug_reflect0 = vec3(calcF0(IOR));
-#endif
float ao = packedORM.r;
float metal = packedORM.b;
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
- vec3 t = vec3(1,0,0);
-#endif
- vec3 b = cross( n,t);
- vec3 reflectVN = normalize(reflect(-v,n));
vec3 h, l;
float nh, nl, nv, vh, lightDist;
calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
- float tv = clamp(dot(t,v),0,1);
- float bv = clamp(dot(b,v),0,1);
-
- // Reference: getMetallicRoughnessInfo
-#if PBR_USE_LINEAR_ALBEDO
- vec3 base = diffuse.rgb;
-#else
- vec3 base = linear_to_srgb(diffuse.rgb);
-#endif
float perceptualRough = packedORM.g; // NOTE: do NOT clamp here to be consistent with Blender, Blender is wrong and Substance is right
+
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
- initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-#if DEBUG_PBR_REFLECTANCE
- float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
-#endif
-
- // Common to RadianceGGX and RadianceLambertian
- vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
- vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
- vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
- vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
+ initMaterial( diffuse.rgb, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
- // Reference: getIBLRadianceGGX
- // https://forum.substance3d.com/index.php?topic=3243.0
- // Glossiness
- // This map is the inverse of the roughness map.
- vec3 irradiance = vec3(0);
- vec3 specLight = vec3(0);
float gloss = 1.0 - perceptualRough;
- sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
-#if DEBUG_PBR_IRRADIANCE_RAW
- vec3 debug_irradiance = irradiance;
-#endif
-
-#if PBR_USE_DEFAULT_IRRADIANCE
- vec2 iruv = vec2(0.5f + 0.5f * atan(reflectVN.z, reflectVN.x) / M_PI, 1.f - acos(reflectVN.y) / M_PI);
- irradiance = texture2D(altDiffuseMap, iruv).rgb * ambocc;
-#endif
-#if PBR_USE_IRRADIANCE_HACK
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
irradiance = max(amblit,irradiance) * ambocc;
-#endif
-#if DEBUG_PBR_SPECLIGHT051
- specLight = vec3(0,0.5,1.0);
- irradiance = specLight;
-#endif
- vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
-#if DEBUG_PBR_SPEC_IBL
- vec3 debug_color_spec = specWeight * specLight * FssEssGGX;
-#endif
-#if PBR_USE_IBL
- colorSpec += specWeight * specLight * FssEssGGX;
-#endif
-
- // Reference: getIBLRadianceLambertian
- vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
- float Ems = 1.0 - (vScaleBias.x + vScaleBias.y);
- vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
- vec3 AvgEms = avg * Ems;
- vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
- vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms);
-#if PBR_USE_IBL
- colorDiffuse += (FmsEms + kDiffuse) * irradiance;
-#endif
- #if DEBUG_PBR_DIFFUSE_PRE_AO
- vec3 debug_diffuse = colorDiffuse;
- #endif
-
- colorDiffuse *= ao; // Occlusion -- NOTE: pbropaque will need occlusion_strength pre-multiplied into spec.r
- colorSpec *= ao;
- // Add in sun/moon reflection
+ pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
+
+ // Add in sun/moon punctual light
if (nl > 0.0 || nv > 0.0)
{
- float scale = 4.9;
- vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
-#if DEBUG_PBR_SUN_FULL_BRIGHT
- sunColor = vec3(1);
-#endif
- // scol = sun shadow
- vec3 intensity = ambocc * sunColor * nl * scol;
-#if PBR_USE_LINEAR_ALBEDO
- vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
-#else
- vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
-#endif
- // Disabling PBR bloom due to two reasons:
- // 1. The glTF 2.0 Specification does not specify bloom,
- // 2. As the camera moves there are lots of bloom shimmering.
- //bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);
-
- #if DEBUG_PBR_SUN_SPEC_FRESNEL
- colorDiffuse = vec3(0);
- colorSpec = fresnelSchlick( reflect0, reflect90, vh );
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_D
- colorDiffuse = vec3(0);
- colorSpec = vec3(D_GGX( nh, alphaRough ));
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_V
- colorDiffuse = vec3(0);
- colorSpec = vec3(V_GGX( nl, nv, alphaRough ));
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_DF
- colorDiffuse = vec3(0);
- colorSpec = fresnelSchlick( reflect0, reflect90, vh );
- colorSpec *= D_GGX( nh, alphaRough );
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_DV
- colorDiffuse = vec3(0);
- colorSpec = vec3(D_GGX( nh, alphaRough ));
- colorSpec *= vec3(V_GGX( nl, nv, alphaRough ));
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_FV
- colorDiffuse = vec3(0);
- colorSpec = fresnelSchlick( reflect0, reflect90, vh );
- colorSpec *= V_GGX( nl, nv, alphaRough );
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_DFV
- colorDiffuse = vec3(0);
- colorSpec = fresnelSchlick( reflect0, reflect90, vh );
- colorSpec *= D_GGX( nh, alphaRough );
- colorSpec *= V_GGX( nl, nv, alphaRough );
- bloom = 0;
- #endif
- #if DEBUG_PBR_SUN_SPEC_NL_DFV
- colorDiffuse = vec3(0);
- colorSpec = nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
- #endif
- #if DEBUG_PBR_SUN_FINAL
- colorDiffuse = nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- colorSpec = nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
- #endif
-
- #if DEBUG_PBR_SUN_OUT_DIFFUSE
- colorDiffuse = linear_to_srgb(sunDiffuse);
- colorSpec = vec3(0);
- bloom = 0.0;
- #endif
- #if DEBUG_PBR_SUN_OUT_SPECULAR
- colorDiffuse = linear_to_srgb(sunSpec);
- colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_REFLECT0
- colorDiffuse = reflect0;
- colorSpec = vec3(0);
- #endif
-
-#if PBR_USE_SUN
- colorDiffuse += sunDiffuse;
- colorSpec += sunSpec;
-#endif
+ pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh);
}
-#if DEBUG_PBR_SUN_LAMBERT
- colorDiffuse = BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- colorSpec = vec3(0);
- bloom = 0;
-#endif
-#if DEBUG_PBR_SUN_LAMBERT_NL
- colorDiffuse = nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- colorSpec = vec3(0);
- bloom = 0;
-#endif
-
- #if DEBUG_PBR_SUN_H
- colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_L
- colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_V
- colorDiffuse = v*0.5 + 0.5; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_NH
- colorDiffuse = colorize_dot(nh); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_NL
- colorDiffuse = colorize_dot(nl); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_NV
- colorDiffuse = colorize_dot(nv); colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SUN_VH
- colorDiffuse = colorize_dot(vh); colorSpec = vec3(0);
- #endif
-
color.rgb = colorDiffuse + colorEmissive + colorSpec;
-#if PBR_USE_ATMOS
color = linear_to_srgb(color);
color *= atten.r;
color += 2.0*additive;
color = scaleSoftClipFrag(color);
color = srgb_to_linear(color);
-#endif // PBR_USE_ATMOS
-
- #if DEBUG_PBR_DIFFUSE
- color.rgb = colorDiffuse;
- #endif
- #if DEBUG_PBR_EMISSIVE
- color.rgb = colorEmissive;
- #endif
- #if DEBUG_PBR_METAL
- color.rgb = vec3(metal);
- #endif
- #if DEBUG_PBR_NORMAL_MAP
- color.rgb = diffuse.rgb;
- #endif
- #if DEBUG_PBR_OCCLUSION
- color.rgb = vec3(ao);
- #endif
- #if DEBUG_PBR_ORM
- color.rgb = packedORM;
- #endif
- #if DEBUG_PBR_ROUGH_PERCEPTUAL
- color.rgb = vec3(perceptualRough);
- #endif
- #if DEBUG_PBR_ROUGH_ALPHA
- color.rgb = vec3(alphaRough);
- #endif
- #if DEBUG_PBR_NORMAL
- color.rgb = norm.xyz*0.5 + vec3(0.5);
- color.rgb = srgb_to_linear(color.rgb);
- #endif
- #if DEBUG_PBR_TANGENT
- color.rgb = t;
- #endif
- #if DEBUG_PBR_BITANGENT
- color.rgb = b;
- #endif
- #if DEBUG_PBR_DOT_NV
- color.rgb = vec3(nv);
- #endif
- #if DEBUG_PBR_DOT_TV
- color.rgb = vec3(tv);
- #endif
- #if DEBUG_PBR_DOT_BV
- color.rgb = vec3(bv);
- #endif
-
- #if DEBUG_PBR_AVG
- color.rgb = avg;
- #endif
- #if DEBUG_PBR_BRDF_UV
- color.rgb = vec3(brdfPoint,0.0);
- color.rgb = linear_to_srgb(color.rgb);
- #endif
- #if DEBUG_PBR_BRDF_SCALE_BIAS
- color.rgb = vec3(vScaleBias,0.0);
- #endif
- #if DEBUG_PBR_DIFFUSE_C
- color.rgb = c_diff;
- #endif
- #if DEBUG_PBR_BRDF_SCALE_ONLY
- color.rgb = vec3(vScaleBias.x);
- #endif
- #if DEBUG_PBR_BRDF_BIAS_ONLY
- color.rgb = vec3(vScaleBias.y);
- #endif
- #if DEBUG_PBR_DIFFUSE_K
- color.rgb = kDiffuse;
- #endif
- #if DEBUG_PBR_DIFFUSE_MAP
- color.rgb = diffuse.rgb;
- #endif
- #if DEBUG_PBR_DIFFUSE_PRE_AO
- color.rgb = debug_diffuse;
- #endif
- #if DEBUG_PBR_EMS
- color.rgb = vec3(Ems);
- #endif
- #if DEBUG_PBR_EMS_AVG
- color.rgb = AvgEms;
- #endif
- #if DEBUG_PBR_FMS_EMS
- color.rgb = FmsEms;
- #endif
- #if DEBUG_PBR_FSS_ESS_GGX
- color.rgb = FssEssGGX; // spec
- #endif
- #if DEBUG_PBR_FSS_ESS_LAMBERT
- color.rgb = FssEssLambert; // diffuse
- #endif
- #if DEBUG_PBR_FRESNEL
- color.rgb = fresnelR;
- #endif
- #if DEBUG_PBR_IOR
- color.rgb = vec3(IOR);
- #endif
- #if DEBUG_PBR_IRRADIANCE_RAW
- color.rgb = debug_irradiance;
- bloom = 0;
- #endif
- #if DEBUG_PBR_IRRADIANCE
- color.rgb = irradiance;
- bloom = 0;
- #endif
- #if DEBUG_PBR_KSPEC
- color.rgb = kSpec;
- #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
- #if DEBUG_PBR_REFLECTION_DIR
- color.rgb = reflect(-v, n); // NOTE: equivalent to normalize(reflect(pos.xyz, norm.xyz));
- #endif
- #if DEBUG_PBR_SPEC
- color.rgb = colorSpec;
- #endif
- #if DEBUG_PBR_SPEC_REFLECTION
- color.rgb = specLight;
- #endif
- #if DEBUG_PBR_SPEC_WEIGHT
- color.rgb = vec3(specWeight);
- #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_DA_RAW
- color.rgb = vec3(debug_da);
- #endif
- #if DEBUG_PBR_DA_POW
- color.rgb = vec3(da);
- #endif
- #if DEBUG_PBR_SKY_ADDITIVE
- color.rgb = additive;
- #endif
- #if DEBUG_PBR_SKY_ATTEN
- color.rgb = vec3(atten.r);
- #endif
- #if DEBUG_PBR_SUN_LIT
- color.rgb = sunlit;
- #endif
- #if DEBUG_PBR_SUN_CONTRIB
- color.rgb = sun_contrib;
- #endif
- #if DEBUG_PBR_LIGHT_TYPE
- color.rgb = vec3(0);
- #endif
-
- frag_color.rgb = color.rgb; // PBR is done in linear
+ frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
}
-else
-{
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
-#if DEBUG_PBR_DA_RAW
- float debug_da = da;
-#endif
- da = pow(da, light_gamma);
+ else
+ {
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ da = pow(da, light_gamma);
- diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
+ diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
- sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
- ambenv.rgb = linear_to_srgb(ambenv.rgb);
- glossenv.rgb = linear_to_srgb(glossenv.rgb);
- legacyenv.rgb = linear_to_srgb(legacyenv.rgb);
+ sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
+ ambenv.rgb = linear_to_srgb(ambenv.rgb);
+ glossenv.rgb = linear_to_srgb(glossenv.rgb);
+ legacyenv.rgb = linear_to_srgb(legacyenv.rgb);
- amblit = max(ambenv, amblit);
- color.rgb = amblit*ambocc;
+ amblit = max(ambenv, amblit);
+ color.rgb = amblit*ambocc;
- //float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- //ambient *= 0.5;
- //ambient *= ambient;
- //ambient = (1.0 - ambient);
- //color.rgb *= ambient;
+ vec3 sun_contrib = min(da, scol) * sunlit;
+ color.rgb += sun_contrib;
+ color.rgb = min(color.rgb, vec3(1,1,1));
+ color.rgb *= diffuse.rgb;
- vec3 sun_contrib = min(da, scol) * sunlit;
- color.rgb += sun_contrib;
- color.rgb = min(color.rgb, vec3(1,1,1));
- color.rgb *= diffuse.rgb;
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+ if (spec.a > 0.0) // specular reflection
+ {
+ float sa = dot(normalize(refnormpersp), light_dir.xyz);
+ vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
- if (spec.a > 0.0) // specular reflection
- {
- float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ color.rgb += spec_contrib;
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- color.rgb += spec_contrib;
+ // add reflection map - EXPERIMENTAL WORK IN PROGRESS
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+ }
- // add reflection map - EXPERIMENTAL WORK IN PROGRESS
- applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
- }
+ color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
- color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
+ if (envIntensity > 0.0)
+ { // add environmentmap
+ //fudge darker
+ legacyenv *= 0.5*diffuse.a+0.5;
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
+ }
- if (envIntensity > 0.0)
- { // add environmentmap
- //fudge darker
- legacyenv *= 0.5*diffuse.a+0.5;
- applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
- }
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ {
+ color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
+ color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
+ }
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
- {
- color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
+ color = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ // convert to linear as fullscreen lights need to sum in linear colorspace
+ // and will be gamma (re)corrected downstream...
+ //color = ambenv;
+ //color.b = diffuse.a;
+ frag_color.rgb = srgb_to_linear(color.rgb);
}
-#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
- color = fogged.rgb;
- bloom = fogged.a;
-#endif
- #if DEBUG_PBR_LIGHT_TYPE
- color.rgb = vec3(0);
- #endif
- // convert to linear as fullscreen lights need to sum in linear colorspace
- // and will be gamma (re)corrected downstream...
- //color = ambenv;
- //color.b = diffuse.a;
- frag_color.rgb = srgb_to_linear(color.rgb);
-}
-#if DEBUG_PBR_AMBOCC
- frag_color.rgb = vec3(ambocc);
-#endif
-#if DEBUG_PBR_AMBENV
- frag_color.rgb = ambenv;
-#endif
frag_color.a = bloom;
}