diff options
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 136 insertions, 87 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3c1f469f82..498b14e211 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -15752,7 +15752,7 @@ <key>GLTFEnabled</key> <map> <key>Comment</key> - <string>Enable GLTF support. Set by SimulatorFeatures</string> + <string>Enable GLTF support. Set to true by simulator if the simulator you are connected to supports GLTF Asset upload. WARNING: Manually setting this to true will enable buttons that can drain your L$ balance by implicitly uploading textures without asking.</string> <key>Persist</key> <integer>0</integer> <key>Type</key> diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 7e1d906878..d7f6d20547 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ - uniform sampler2D exposureMap; - vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl index a59127ec77..d71a3fad99 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -28,20 +28,61 @@ // GLTF pbrMetallicRoughness implementation -uniform sampler2D diffuseMap; //always in sRGB space -uniform float metallicFactor; -uniform float roughnessFactor; +// ================================== +// needed by all variants +// ================================== +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D emissiveMap; uniform vec3 emissiveColor; +in vec3 vary_position; +in vec4 vertex_color; +in vec2 base_color_texcoord; +in vec2 emissive_texcoord; +uniform float minimum_alpha; + +void mirrorClip(vec3 pos); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); +// ================================== + + +// ================================== +// needed by all lit variants +// ================================== +#ifndef UNLIT uniform sampler2D normalMap; -uniform sampler2D emissiveMap; uniform sampler2D metallicRoughnessMap; uniform sampler2D occlusionMap; +uniform float metallicFactor; +uniform float roughnessFactor; +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +#endif +// ================================== -#ifdef ALPHA_BLEND -out vec4 frag_color; +// ================================== +// needed by all alpha variants +// ================================== +#ifdef ALPHA_BLEND in vec3 vary_fragcoord; +uniform vec4 clipPlane; +uniform float clipSign; +void waterClip(vec3 pos); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); +#endif +// ================================== + + +// ================================== +// needed by lit alpha +// ================================== +#if defined(ALPHA_BLEND) && !defined(UNLIT) #ifdef HAS_SUN_SHADOW uniform sampler2D lightMap; @@ -60,21 +101,12 @@ uniform int sun_up_factor; uniform vec3 sun_dir; uniform vec3 moon_dir; -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); - 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); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); -void mirrorClip(vec3 pos); -void waterClip(vec3 pos); - void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); vec3 pbrBaseLight(vec3 diffuseColor, @@ -104,44 +136,36 @@ vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 lightColor, float lightSize, float falloff, float is_pointlight, float ambiance); +#endif +// ================================== + +// ================================== +// output definition +// ================================== +#if defined(ALPHA_BLEND) || defined(UNLIT) +out vec4 frag_color; #else out vec4 frag_data[4]; #endif - - -in vec3 vary_position; -in vec4 vertex_color; -in vec3 vary_normal; -in vec3 vary_tangent; -flat in float vary_sign; - -in vec2 base_color_texcoord; -in vec2 normal_texcoord; -in vec2 metallic_roughness_texcoord; -in vec2 emissive_texcoord; - -uniform float minimum_alpha; - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); - -uniform vec4 clipPlane; -uniform float clipSign; - -void mirrorClip(vec3 pos); - -uniform mat3 normal_matrix; +// ================================== void main() { + +// ================================== +// all variants +// mirror clip +// base color +// masking +// emissive +// ================================== vec3 pos = vary_position; mirrorClip(pos); vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; basecolor.rgb = srgb_to_linear(basecolor.rgb); - basecolor *= vertex_color; if (basecolor.a < minimum_alpha) @@ -149,8 +173,16 @@ void main() discard; } - vec3 col = basecolor.rgb; - + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); +// ================================== + +// ================================== +// all lit variants +// prepare norm +// prepare orm +// ================================== +#ifndef UNLIT // from mikktspace.com vec3 vNt = texture(normalMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; @@ -159,6 +191,7 @@ void main() vec3 vB = sign * cross(vN, vT); vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + norm *= gl_FrontFacing ? 1.0 : -1.0; // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep @@ -169,24 +202,49 @@ void main() orm.r = texture(occlusionMap, metallic_roughness_texcoord.xy).r; orm.g *= roughnessFactor; orm.b *= metallicFactor; +#endif +// ================================== + +// ================================== +// non alpha output +// ================================== +#ifndef ALPHA_BLEND +#ifdef UNLIT + vec4 color = basecolor; + color.rgb += emissive.rgb; + frag_color = color; +#else + frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0)); + frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0)); + frag_data[2] = vec4(norm, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = max(vec4(emissive,0), vec4(0)); +#endif +#endif - vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); - - norm *= gl_FrontFacing ? 1.0 : -1.0; +// ================================== +// alpha implementation +// ================================== #ifdef ALPHA_BLEND - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float scol = 1.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; + + vec3 light_dir; + +#ifdef UNLIT + light_dir = vec3(0,0,1); + vec3 norm = vec3(0,0,1); +#else + light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; +#endif + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); +#ifndef UNLIT vec3 sunlit_linear = srgb_to_linear(sunlit); vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; @@ -198,11 +256,6 @@ void main() float perceptualRoughness = orm.g * roughnessFactor; float metallic = orm.b * metallicFactor; - // emissiveColor is the emissive color factor from GLTF and is already in linear space - vec3 colorEmissive = emissiveColor; - // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear - colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); - // PBR IBL float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); @@ -211,11 +264,11 @@ void main() vec3 diffuseColor; vec3 specularColor; - calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); + calcDiffuseSpecular(basecolor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, orm.r, additive, atten); + vec3 color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, emissive, orm.r, additive, atten); vec3 light = vec3(0); @@ -237,12 +290,11 @@ void main() float a = basecolor.a*vertex_color.a; frag_color = max(vec4(color.rgb,a), vec4(0)); -#else - // See: C++: addDeferredAttachments(), GLSL: softenLightF - frag_data[0] = max(vec4(col, 0.0), vec4(0)); - frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0)); - frag_data[2] = vec4(norm, GBUFFER_FLAG_HAS_PBR); - frag_data[3] = max(vec4(emissive,0), vec4(0)); +#else // UNLIT + vec4 color = basecolor; + color.rgb += emissive.rgb; + frag_color = color; #endif +#endif // ALPHA_BLEND } diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl index 0ed1c5d315..f123c29101 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl @@ -42,32 +42,32 @@ uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; -in vec3 normal; -in vec4 tangent; in vec2 texcoord0; - out vec2 base_color_texcoord; -out vec2 normal_texcoord; -out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; - out vec4 vertex_color; +out vec3 vary_position; +#ifndef UNLIT +in vec3 normal; +in vec4 tangent; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -out vec3 vary_position; +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +#endif vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); #ifdef ALPHA_BLEND out vec3 vary_fragcoord; #endif - #ifdef HAS_SKIN +in uvec4 joint; in vec4 weight4; layout (std140) uniform GLTFJoints @@ -80,18 +80,12 @@ mat4 getGLTFSkinTransform() { int i; - vec4 w = fract(weight4); - vec4 index = floor(weight4); - - index = min(index, vec4(MAX_JOINTS_PER_GLTF_OBJECT-1)); - index = max(index, vec4( 0.0)); - - w *= 1.0/(w.x+w.y+w.z+w.w); + vec4 w = weight4; - int i1 = int(index.x); - int i2 = int(index.y); - int i3 = int(index.z); - int i4 = int(index.w); + uint i1 = joint.x; + uint i2 = joint.y; + uint i3 = joint.z; + uint i4 = joint.w; mat3 mat = mat3(gltf_joints[i1])*w.x; mat += mat3(gltf_joints[i2])*w.y; @@ -143,10 +137,15 @@ void main() #endif base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + +#ifndef UNLIT normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); +#endif + +#ifndef UNLIT #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -156,10 +155,10 @@ void main() #endif n = normalize(n); - vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; vary_normal = n; +#endif vertex_color = diffuse_color; #ifdef ALPHA_BLEND |