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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl165
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl637
5 files changed, 196 insertions, 712 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 02b2daf0ac..fc1cee1f59 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -262,27 +262,15 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
-#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
-#endif // !defined(AMBIENT_KILL)
-vec3 post_ambient = color.rgb;
-
-#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
-#endif // !defined(SUNLIGHT_KILL)
-
-vec3 post_sunlight = color.rgb;
color.rgb *= diffuse_srgb.rgb;
-vec3 post_diffuse = color.rgb;
-
color.rgb = atmosFragLighting(color.rgb, additive, atten);
-vec3 post_atmo = color.rgb;
-
vec4 light = vec4(0,0,0,0);
color.rgb = scaleSoftClipFrag(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 449cbeaa28..78f6a5b130 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -471,7 +471,7 @@ vec3 BRDFDiffuse(vec3 color)
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh )
{
- return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff);
+ return (1.0 - fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff);
}
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh )
@@ -479,5 +479,64 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe
vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel
float vis = V_GGX( nl, nv, alphaRough ); // Visibility
float d = D_GGX( nh, alphaRough ); // Distribution
- return specWeight * fresnel * vis * d;
-}
+ return fresnel * vis * d;
+}
+
+// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
+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, // normal dot view vector
+ float perceptualRough, // roughness factor
+ float gloss, // 1.0 - roughness factor
+ vec3 reflect0, // see also: initMaterial
+ vec3 c_diff)
+{
+ // 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(gloss), reflect0) - reflect0; // roughness dependent fresnel
+ vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
+
+ vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
+ colorSpec = radiance * FssEssGGX;
+
+ // Reference: getIBLRadianceLambertian fs
+ vec3 FssEssLambert = 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 = (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);
+ colorDiffuse = (FmsEms + kDiffuse) * irradiance;
+
+ colorDiffuse *= ao;
+ colorSpec *= ao;
+}
+
+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)
+{
+ float scale = 16.0;
+ vec3 sunColor = sunlit * scale;
+
+ // scol = sun shadow
+ vec3 intensity = sunColor * nl * scol;
+ vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , 1.0, vh);
+ vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, 1.0, vh, nl, nv, nh);
+
+ colorDiffuse += sunDiffuse;
+ colorSpec += sunSpec;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 6f087632a5..e87d90aa9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -345,35 +345,6 @@ void main()
if (spec.a > 0.0) // specular reflection
{
- /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
- // Preserving the refactored version as a comment for potential reconsideration,
- // overriding the general rule to avoid pollutiong the source with commented code.
- //
- // If you're reading this in 2021+, feel free to obliterate.
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
- vec3 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
- */
-
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index bde015d109..c57ae3e51f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -25,24 +25,11 @@
/*[EXTRA_CODE_HERE]*/
-#define PBR_USE_IBL 1
-#define PBR_USE_SUN 1
-#define PBR_USE_IRRADIANCE_HACK 1
-
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
-
-#define DEBUG_BASIC 0
-#define DEBUG_VERTEX 0
-#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
-#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse
-#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse
-#define DEBUG_POSITION 0
-
uniform sampler2D diffuseMap; //always in sRGB space
uniform sampler2D bumpMap;
uniform sampler2D emissiveMap;
@@ -56,8 +43,6 @@ uniform vec3 emissiveColor;
uniform sampler2DRect lightMap;
#endif
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
uniform int sun_up_factor;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -108,14 +93,15 @@ uniform vec3 light_direction[8]; // spot direction
uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
uniform vec3 light_diffuse[8];
-vec2 encode_normal(vec3 n);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it
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);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
+
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);
vec2 getGGX( vec2 brdfPoint );
@@ -125,7 +111,29 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,
vec3 pos, vec3 norm, float glossiness, float envIntensity);
-vec3 hue_to_rgb(float hue);
+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 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);
// lp = light position
// la = linear attenuation, light radius
@@ -192,21 +200,14 @@ void main()
}
#endif
-// vec3 base = vertex_color.rgb * albedo.rgb * albedo.a;
- vec3 base = vertex_color.rgb * albedo.rgb;
+ vec3 base = srgb_to_linear(vertex_color.rgb) * albedo.rgb;
-#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = normalize(norm.xyz * 2 - 1);
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
-#else
- vec4 norm = vec4(0,0,0,1.0);
-// vec3 tnorm = vary_normal;
- vec3 tnorm = vec3(0,0,1);
-#endif
tnorm = normalize(tnorm.xyz);
norm.xyz = tnorm.xyz;
@@ -222,19 +223,13 @@ void main()
// occlusion 1.0
// roughness 0.0
// metal 0.0
-#ifdef HAS_SPECULAR_MAP
vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp
-#else
- vec3 packedORM = vec3(1,0,0);
-#endif
packedORM.g *= roughnessFactor;
packedORM.b *= metallicFactor;
- vec3 colorEmissive = emissiveColor;
-#ifdef HAS_EMISSIVE_MAP
- colorEmissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
-#endif
+ vec3 colorEmissive = srgb_to_linear(emissiveColor);
+ colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
vec3 colorDiffuse = vec3(0);
vec3 colorSpec = vec3(0);
@@ -246,9 +241,6 @@ void main()
vec3 v = -normalize(vary_position.xyz);
vec3 n = norm.xyz;
- vec3 t = vec3(1,0,0);
- vec3 b = normalize(cross(n,t));
- vec3 reflectVN = normalize(reflect(-v,n));
vec3 h, l;
float nh, nl, nv, vh, lightDist;
@@ -258,62 +250,27 @@ void main()
float alphaRough, specWeight;
initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
- // 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);
-
- vec3 legacyenv;
-
- 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 PBR_USE_IRRADIANCE_HACK
- irradiance = max(amblit,irradiance) * ambocc;
-#else
-irradiance = vec3(amblit);
-#endif
-
- vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
-#if PBR_USE_IBL
- colorSpec += specWeight * specLight * FssEssGGX;
-#endif
-
- 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
-
- colorDiffuse *= ao;
- colorSpec *= ao;
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ vec3 legacyenv = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
+ irradiance = max(amblit,irradiance) * ambocc;
+ pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
+
// Sun/Moon Lighting
if (nl > 0.0 || nv > 0.0)
{
- float scale = 4.9;
- vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
-
- // scol = sun shadow
- vec3 intensity = ambocc * sunColor * nl * scol;
- vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
-#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);
+ }
+
vec3 col = colorDiffuse + colorEmissive + colorSpec;
+
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), base.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -323,42 +280,10 @@ irradiance = vec3(amblit);
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#if !defined(LOCAL_LIGHT_KILL)
- col += light;
-#endif // !defined(LOCAL_LIGHT_KILL)
-
-#if DEBUG_PBR_LIGHT_TYPE
- col.rgb = vec3(0.75);
- emissive = vec3(0);
- spec.rgb = vec3(0);
-#endif
-#if DEBUG_BASIC
- col.rgb = vec3( 1, 0, 1 );
-#endif
-#if DEBUG_VERTEX
- col.rgb = vertex_color.rgb;
-#endif
-#if DEBUG_NORMAL_MAP
- col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb;
-#endif
-#if DEBUG_NORMAL_OUT
- col.rgb = vary_normal;
-#endif
-#if DEBUG_ORM
- col.rgb = linear_to_srgb(spec);
-#endif
-#if DEBUG_POSITION
- col.rgb = vary_position.xyz;
-#endif
+ col.rgb = linear_to_srgb(col.rgb);
+ col *= atten.r;
+ col += 2.0*additive;
+ col = scaleSoftClipFrag(col);
-// col.rgb = linear_to_srgb(col.rgb);
-// frag_color = vec4(albedo.rgb,albedo.a);
-// frag_color = vec4(base.rgb,albedo.a);
-// frag_color = vec4(irradiance,albedo.a);
-// frag_color = vec4(colorDiffuse,albedo.a);
-// frag_color = vec4(colorEmissive,albedo.a);
-// frag_color = vec4(sun_dir,albedo.a);
-// frag_color = vec4(sunlit,albedo.a);
- col = linear_to_srgb(col.rgb);
frag_color = vec4(col,albedo.a);
}
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;
}