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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl40
2 files changed, 51 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 3b57821758..4fbfaf9898 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -66,6 +66,14 @@ vec3 srgb_to_linear(vec3 c);
// Util
vec3 hue_to_rgb(float hue);
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+
void main()
{
#if defined(LOCAL_LIGHT_KILL)
@@ -87,38 +95,43 @@ void main()
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec3 h, l, v = -normalize(pos);
- float nh, nl, nv, vh, lightDist;
+ float nh, nv, vh, lightDist;
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorDiffuse = vec3(0);
- vec3 colorSpec = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+ vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
{
vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
float falloff = light_col[ light_idx ].a;
- float lightSize = light [ light_idx ].w;
- vec3 lv =(light [ light_idx ].xyz - pos);
- calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+ float lightSize = light[ light_idx ].w;
+ vec3 lv = light[ light_idx ].xyz - pos;
+
+ lightDist = length(lv);
float dist = lightDist / lightSize;
- if (dist <= 1.0 && nl > 0.0)
+ if (dist <= 1.0)
{
+ lv /= lightDist;
+
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
- vec3 intensity = dist_atten * nl * lightColor * 2.0;
- colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
+
+ vec3 intensity = dist_atten * lightColor * 3.0;
+
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
}
}
-
- final_color = colorDiffuse + colorSpec;
}
else
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 0472f08852..88f165f315 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -68,6 +68,13 @@ vec2 getScreenXY(vec4 clip);
void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 srgb_to_linear(vec3 c);
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
void main()
{
vec3 final_color = vec3(0);
@@ -96,25 +103,22 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorDiffuse = vec3(0);
- vec3 colorSpec = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
- float lightSize = size;
- vec3 lightColor = color; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
-
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
- if (nl > 0.0)
- {
- vec3 intensity = dist_atten * nl * lightColor * 2.0; // Legacy attenuation
- colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
- }
-
- final_color = colorDiffuse + colorSpec;
+ vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ vec3 v = -normalize(pos.xyz);
+
+ vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
}
else
{