diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 180 |
1 files changed, 179 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 56fa4d0c4e..f2ae699130 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,6 +23,28 @@ * $/LicenseInfo$ */ +#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0 +#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1 +#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0 + +#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer +#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer +#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance +#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian +#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal +#define DEBUG_PBR_ROUGH 0 // Output: grayscale roughenss +#define DEBUG_PBR_METAL 0 // Output: grayscale metal +#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance +#define DEBUG_PBR_SPEC 0 // Output: Final spec +#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection +#define DEBUG_PBR_NORMAL 0 // Output: passed in normal +#define DEBUG_PBR_VIEW 0 // Output: view_dir +#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF +#define DEBUG_PBR_DOT_NV 0 // Output: +#define DEBUG_PBR_DOT_TV 0 // Output: +#define DEBUG_PBR_DOT_BV 0 // Output: +#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel + #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable @@ -87,6 +109,32 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); uniform vec3 view_dir; // PBR +#define getDiffuseLightPBR(n) ambenv +#define getSpecularPBR(reflection) glossenv + +// Approximate Environment BRDF +vec2 getGGXApprox( vec2 uv ) +{ + vec2 st = vec2(1.) - uv; + float d = (st.x * st.x * 0.5) * (st.y * st.y); + float scale = 1.0 - d; + float bias = d; + return vec2( scale, bias ); +} + +vec2 getGGX( vec2 brdfPoint ) +{ + // TODO: use GGXLUT + // texture2D(GGXLUT, brdfPoint).rg; + return getGGXApprox( brdfPoint); +} + +vec3 calcBaseReflect0(float ior) +{ + vec3 reflect0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0)); + return reflect0; +} + void main() { vec2 tc = vary_fragcoord.xy; @@ -133,6 +181,136 @@ void main() vec3 legacyenv; sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR); + if (hasPBR) + { + vec3 colorDiffuse = vec3(0); + vec3 colorEmissive = vec3(0); + vec3 colorSpec = vec3(0); +// vec3 colorClearCoat = vec3(0); +// vec3 colorSheen = vec3(0); +// vec3 colorTransmission = vec3(0); + + vec3 packedORM = spec.rgb; // Packed: Occlusion Roughness Metal +#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 Reflection 1.5 + vec3 reflect0 = vec3(0.04); // -> incidence reflectance 0.04 + + IOR = 0.0; // TODO: Set from glb + reflect0 = calcBaseReflect0(IOR); + + float metal = packedORM.b; + vec3 reflect90 = vec3(0); + vec3 v = view_dir; + 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)); + + float dotNV = clamp(dot(n,v),0,1); + float dotTV = clamp(dot(n,t),0,1); + float dotBV = clamp(dot(n,b),0,1); + + // Reference: getMetallicRoughnessInfo + float perceptualRough = packedORM.g; + float alphaRough = perceptualRough * perceptualRough; + vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); + reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees + reflect90 = vec3(1); // reflect at 90 degrees + float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); + + // Common to RadianceGGX and RadianceLambertian + float specWeight = 1.0; + vec2 brdfPoint = clamp(vec2(dotNV, 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 - dotNV, 5.0); + + // Reference: getIBLRadianceGGX + vec3 specLight = getSpecularPBR(reflection); +#if HAS_IBL + kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor); +#endif + vec3 FssEssRadiance = kSpec*vScaleBias.x + vScaleBias.y; + colorSpec += specWeight * specLight * FssEssRadiance; + + // Reference: getIBLRadianceLambertian + vec3 irradiance = getDiffuseLightPBR(n); + 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 = colorDiffuse * (1.0 - FssEssLambert + FmsEms); + colorDiffuse += (FmsEms + kDiffuse) * irradiance; + + color.rgb = colorDiffuse + colorEmissive + colorSpec; + + #if DEBUG_PBR_BRDF + color.rgb = vec3(vScaleBias,0); + #endif + #if DEBUG_PBR_FRESNEL + color.rgb = fresnelR; + #endif + #if DEBUG_PBR_RAW_DIFF + color.rgb = diffuse.rgb; + #endif + #if DEBUG_PBR_RAW_SPEC + color.rgb = spec.rgb; + #endif + #if DEBUG_PBR_REFLECTANCE + color.rgb = vec3(reflectance); + #endif + #if DEBUG_PBR_IRRADIANCE + color.rgb = irradiance; + #endif + #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_ROUGH + color.rgb = vec3(perceptualRough); + #endif + #if DEBUG_PBR_SPEC + color.rgb = colorSpec; + #endif + #if DEBUG_PBR_SPEC_REFLECTION + color.rgb = specLight; + #endif + #if DEBUG_PBR_ORM + color.rgb = packedORM; + #endif + #if DEBUG_PBR_NORMAL + color.rgb = norm.xyz; + #endif + #if DEBUG_PBR_VIEW + color.rgb = view_dir; + #endif + #if DEBUG_PBR_DOT_NV + color.rgb = vec3(dotNV); + #endif + #if DEBUG_PBR_DOT_TV + color.rgb = vec3(dotTV); + #endif + #if DEBUG_PBR_DOT_BV + color.rgb = vec3(dotBV); + #endif + } +else +{ amblit = max(ambenv, amblit); color.rgb = amblit*ambocc; @@ -183,7 +361,7 @@ void main() 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 = vec3(ambocc); |