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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl168
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
2 files changed, 69 insertions, 101 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index ae542f5a1d..88ff4f0c96 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -73,7 +73,7 @@ VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_normal;
VARYING vec3 vary_tangent;
-flat in float vary_sign;
+VARYING float vary_sign;
#ifdef HAS_ALPHA_MASK
@@ -107,71 +107,58 @@ 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);
-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,
+// PBR interface
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
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
-// fa = falloff
-// See: LLRender::syncLightState()
-vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff,
- vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln,
- float lightSize, float lightFalloff, float is_pointlight, float ambiance)
+ float nv, // normal dot view vector
+ float perceptualRoughness);
+
+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
+
+vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 p, // pixel position
+ vec3 v, // view vector (negative normalized pixel position)
+ vec3 lp, // light position
+ vec3 ld, // light direction (for spotlights)
+ vec3 lightColor,
+ float lightSize, float falloff, float is_pointlight, float ambiance)
{
- vec3 intensity = vec3(0);
+ vec3 color = vec3(0,0,0);
vec3 lv = lp.xyz - p;
- vec3 h, l;
- float nh, nl, nv, vh, lightDist;
- calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist);
- float dist = lightDist/lightSize;
+ float lightDist = length(lv);
- if (dist <= 1.0 && nl > 0.0)
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
{
- float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff);
-
- float specWeight = 1.0;
-
- lv = normalize(lv);
- float spot = max(dot(-ln, lv), is_pointlight);
- nl *= spot * spot;
-
- if (nl > 0.0)
- {
- vec3 color = vec3(0);
- intensity = dist_atten * nl * lightColor;
- color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh);
- color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
- return color;
- }
+ lv /= lightDist;
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ vec3 intensity = dist_atten * lightColor * 3.0;
+
+ color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
}
- return intensity;
+
+ return color;
}
void main()
{
+ vec3 color = vec3(0,0,0);
+
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 pos = vary_position;
@@ -184,10 +171,11 @@ void main()
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
+
// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
// else
- vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba;
+ vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba;
albedo.rgb = srgb_to_linear(albedo.rgb);
#ifdef HAS_ALPHA_MASK
if (albedo.a < minimum_alpha)
@@ -196,9 +184,9 @@ void main()
}
#endif
- vec3 base = vertex_color.rgb * albedo.rgb;
+ vec3 baseColor = vertex_color.rgb * albedo.rgb;
- vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
+ vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -214,61 +202,43 @@ void main()
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
- // RGB = Occlusion, Roughness, Metal
- // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in
- // occlusion 1.0
- // roughness 0.0
- // metal 0.0
- vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp
+ vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
- packedORM.g *= roughnessFactor;
- packedORM.b *= metallicFactor;
+ float perceptualRoughness = orm.g * roughnessFactor;
+ float metallic = orm.b * metallicFactor;
+ float ao = orm.r;
// 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(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
- vec3 colorDiffuse = vec3(0);
- vec3 colorSpec = vec3(0);
-
- float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
- float ao = packedORM.r;
- float perceptualRough = packedORM.g;
- float metal = packedORM.b;
-
- vec3 v = -normalize(vary_position.xyz);
- vec3 n = norm.xyz;
-
- vec3 h, l;
- float nh, nl, nv, vh, lightDist;
- calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
-
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
- float gloss = 1.0 - perceptualRough;
+ // PBR IBL
+ float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- vec3 legacyenv = vec3(0);
+ vec3 legacyenv = vec3(0);
sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
- irradiance = max(amblit,irradiance) * ambocc;
+ irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;
- //pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
+ vec3 f0 = vec3(0.04);
- // Sun/Moon Lighting
- if (nl > 0.0 || nv > 0.0)
- {
- pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh);
- }
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ vec3 v = -normalize(pos.xyz);
+ float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
- vec3 col = colorDiffuse + colorEmissive + colorSpec;
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*8.0 * scol;
+ color += colorEmissive;
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, reflect90, alphaRough, c_diff, light_diffuse[i].rgb, base.rgb, pos.xyz, v, n, light_position[i], light_direction[i].xyz, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -278,12 +248,12 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- col.rgb += light.rgb;
+ color.rgb += light.rgb;
- col.rgb = linear_to_srgb(col.rgb);
- col *= atten.r;
- col += 2.0*additive;
- col = scaleSoftClipFrag(col);
+ color.rgb = linear_to_srgb(color.rgb);
+ color *= atten.r;
+ color += 2.0*additive;
+ color = scaleSoftClipFrag(color);
- frag_color = vec4(col,albedo.a * vertex_color.a);
+ frag_color = vec4(color,albedo.a * vertex_color.a);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 88f165f315..1fc80016cb 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -115,8 +115,6 @@ void main()
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));
}