diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
5 files changed, 46 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 71135786c3..c7c241b76e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -30,7 +30,7 @@ #define DEBUG_ANY_LIGHT_TYPE 0 // Output red light cone #define DEBUG_PBR_LIGHT_TYPE 0 // Output PBR objects in red #define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in red -#define DEBUG_POINT_ZERO 0 // Output zero for spotlight +#define DEBUG_POINT_ZERO 0 // Output zero for point lights #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -113,11 +113,10 @@ void main() vec3 lv =(light [ light_idx ].xyz - pos); calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - if (nl > 0.0) + float dist = lightDist / lightSize; + if (dist <= 1.0 && nl > 0.0) { - float dist = lightDist / lightSize; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * nl * lightColor; colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); @@ -148,7 +147,7 @@ void main() float lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - float fa = light_col[i].a + 1.0; + float fa = light_col[i].a; float dist_atten = calcLegacyDistanceAttenuation(dist, fa); dist_atten *= noise; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index a9a2b8dcb4..3efc9c1689 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -110,6 +110,7 @@ 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); @@ -155,9 +156,7 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); - float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 83348077d7..1f5fdde9ca 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -364,7 +364,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i) v -= c; v = env_mat * v; { - return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x; + return textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 8a04a8a6a6..e96b39a149 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -27,6 +27,10 @@ #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 @@ -137,6 +141,9 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png + +const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2DRect lightMap; @@ -209,12 +216,7 @@ void main() norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); -#if DEBUG_PBR_DA_RAW - float debug_da = da; -#endif float light_gamma = 1.0 / 1.3; - da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR sRGB Emissive @@ -297,8 +299,12 @@ void main() 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); - float perceptualRough = max(packedORM.g, 0.1); +#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 ); @@ -323,7 +329,14 @@ void main() #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 irradiance = max(amblit,irradiance) * ambocc; +#endif specLight = srgb_to_linear(specLight); #if DEBUG_PBR_SPECLIGHT051 specLight = vec3(0,0.5,1.0); @@ -364,9 +377,17 @@ void main() #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); - bloom = dot(sunSpec, sunSpec) / (scale * scale * scale); +#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); @@ -576,9 +597,11 @@ void main() #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; @@ -632,10 +655,17 @@ void main() #if DEBUG_PBR_LIGHT_TYPE color.rgb = vec3(0); #endif + frag_color.rgb = color.rgb; // PBR is done in linear } 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); + diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 769589eff1..8cdf9e49b4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -85,6 +85,7 @@ 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); 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); @@ -129,9 +130,7 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) { discard; |