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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl207
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl70
2 files changed, 186 insertions, 91 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index f788b46aa7..22071421de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -31,6 +31,52 @@
#define TerrainCoord vec2
#endif
+#if 0 // TODO: Remove debug
+#define TERRAIN_DEBUG 1
+#endif
+
+// TODO: Decide if this struct needs to be declared
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+#if TERRAIN_DEBUG
+ ivec4 usage;
+#endif
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+
+// TODO: Decide if this struct needs to be declared
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+ vec3 orm; // Occlusion, roughness, metallic
+ vec3 vNt; // Unpacked normal texture sample, vector
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix();
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ );
+
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight);
+
out vec4 frag_data[4];
uniform sampler2D alpha_ramp;
@@ -82,19 +128,6 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, Terrain
vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
-#if 0 // TODO: Remove
-#define TERRAIN_DEBUG 1 // TODO: Remove debug
-struct TerrainMix
-{
- vec4 weight;
- int type;
-#if TERRAIN_DEBUG
- ivec4 usage;
-#endif
-};
-TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal);
-#endif
-
void main()
{
@@ -108,36 +141,91 @@ void main()
float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
- vec4 col = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, baseColorFactors, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color);
- float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal);
- if (col.a < minimum_alpha)
- {
- discard;
- }
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
-
- vec3[4] orm_factors;
- orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
- orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
- orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
- orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
// RGB = Occlusion, Roughness, Metal
// default values, see LLViewerTexture::sDefaultPBRORMImagep
// occlusion 1.0
// roughness 0.0
// metal 0.0
- vec3 spec = sample_and_mix_vector3(alpha1, alpha2, alphaFinal, terrain_texcoord, orm_factors, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness);
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
-#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
- vec3 emissive = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, emissiveColors, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive);
-#else
- vec3 emissive = vec3(0);
-#endif
+ PBRMix mix = init_pbr_mix();
+ PBRMix mix2;
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_0_base_color
+ , detail_0_metallic_roughness
+ , detail_0_normal
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_0_emissive
+ #endif
+ , baseColorFactors[0]
+ , orm_factors[0]
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[0]
+ #endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight[0]);
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_1_base_color
+ , detail_1_metallic_roughness
+ , detail_1_normal
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_1_emissive
+ #endif
+ , baseColorFactors[1]
+ , orm_factors[1]
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[1]
+ #endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight[1]);
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_2_base_color
+ , detail_2_metallic_roughness
+ , detail_2_normal
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_2_emissive
+ #endif
+ , baseColorFactors[2]
+ , orm_factors[2]
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[2]
+ #endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight[2]);
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_3_base_color
+ , detail_3_metallic_roughness
+ , detail_3_normal
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_3_emissive
+ #endif
+ , baseColorFactors[3]
+ , orm_factors[3]
+ #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[3]
+ #endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight[3]);
+ float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal);
+ if (mix.col.a < minimum_alpha)
+ {
+ discard;
+ }
float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal);
// from mikktspace.com
- vec3 vNt = sample_and_mix_normal(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal);
+ vec3 vNt = mix.vNt;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -145,59 +233,10 @@ void main()
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
-
-#if TERRAIN_DEBUG // TODO: Remove
-#if 0 // TODO: Remove (terrain weights visualization)
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
-#if 1
- // Show full usage and weights
- float uw = 0.3;
-#if 1
-#if 0
- vec4 mix_usage = vec4(tm.usage);
-#else
- vec4 mix_usage = vec4(tm.weight);
-#endif
-#else
- // Version with easier-to-see boundaries of weights vs usage
- vec4 mix_usage = mix(vec4(tm.usage),
- mix(max(vec4(0.0), sign(tm.weight - 0.01)),
- max(vec4(0.0), sign(tm.weight - 0.005)),
- 0.5),
- uw);
-#endif
- col.xyz = mix_usage.xyz;
- col.x = max(col.x, mix_usage.w);
- //col.y = 0.0;
- //col.z = 0.0;
-#else
- // Show places where weight > usage + tolerance
- float tolerance = 0.005;
- vec4 weight_gt_usage = sign(
- max(
- vec4(0.0),
- (tm.weight - (vec4(tm.usage) + vec4(tolerance)))
- )
- );
- col.xyz = weight_gt_usage.xyz;
- col.x = max(col.x, weight_gt_usage.w);
-#endif
-#endif
-#if 0 // TODO: Remove (material channel discriminator)
- //col.rgb = vec3(0.0, 1.0, 0.0);
- //col.rgb = spec.rgb;
- //col.rgb = (vNt + 1.0) / 2.0;
- //col.rgb = (tnorm + 1.0) / 2.0;
- //spec.rgb = vec3(1.0, 1.0, 0.0);
- col.rgb = spec.rgb;
- tnorm = vary_normal;
- emissive = vec3(0);
-#endif
-#endif
- frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse
- frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[0] = max(vec4(mix.col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(mix.orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
- frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
+ frag_data[3] = max(vec4(mix.emissive,0), vec4(0)); // PBR sRGB Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index a8d8b1a91d..a87927786c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -153,7 +153,7 @@ struct TerrainMix
#define TerrainMixSample vec4[4]
#define TerrainMixSample3 vec3[4]
-TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal)
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
{
TerrainMix tm;
vec4 sample_x = vec4(1,0,0,0);
@@ -198,7 +198,7 @@ TerrainTriplanar _t_triplanar()
float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal)
{
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
// Assume weights add to 1
return tm.weight.x * samples.x +
tm.weight.y * samples.y +
@@ -511,7 +511,6 @@ vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
return col;
}
-// TODO: Implement this for the more complex triplanar case
PBRMix terrain_sample_pbr(
TerrainCoord terrain_coord
, sampler2D tex_col
@@ -671,7 +670,7 @@ TerrainMixSample3 _tmix_sample_normal(TerrainMix tm, TerrainCoord texcoord, samp
vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3);
vec3[4] tms3;
tms3[0] = tms[0].xyz;
@@ -687,7 +686,7 @@ vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, Terrain
vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3);
tms[0] *= factors[0];
tms[1] *= factors[1];
@@ -698,7 +697,7 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, Terrain
vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
TerrainMixSample tms = _tmix_sample(tm, texcoord, tex0, tex1, tex2, tex3);
vec3[4] tms3;
tms3[0] = tms[0].xyz;
@@ -715,7 +714,64 @@ vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, Terrai
// Returns the unpacked normal texture in range [-1, 1]
vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
- TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
TerrainMixSample3 tms3 = _tmix_sample_normal(tm, texcoord, tex0, tex1, tex2, tex3);
return terrain_mix(tm, tms3);
}
+
+PBRMix multiply_factors_pbr(
+ PBRMix mix_in
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = mix_in;
+ mix.col *= factor_col;
+ mix.orm *= factor_orm;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive *= factor_emissive;
+#endif
+ return mix;
+}
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = terrain_sample_pbr(
+ terrain_coord
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , _t_triplanar()
+#endif
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+
+ mix = multiply_factors_pbr(mix
+ , factor_col
+ , factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , factor_emissive
+#endif
+ );
+
+ return mix;
+}