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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl104
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl55
4 files changed, 15 insertions, 147 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index d1c476792a..0b97ee43e3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -494,88 +494,9 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe
return fresnel * vis * d;
}
-// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
-float random(vec2 co)
-{
- float a = 12.9898;
- float b = 78.233;
- float c = 43758.5453;
- float dt= dot(co.xy ,vec2(a,b));
- float sn= mod(dt,3.14);
- return fract(sin(sn) * c);
-}
-
-vec2 hammersley2d(uint i, uint N)
-{
- // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
- uint bits = (i << 16u) | (i >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- float rdi = float(bits) * 2.3283064365386963e-10;
- return vec2(float(i) /float(N), rdi);
-}
-
-// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
-vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
-{
- // Maps a 2D point to a hemisphere with spread based on roughness
- float alpha = roughness * roughness;
- float phi = 2.0 * M_PI * Xi.x + random(normal.xz) * 0.1;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
-
- // Tangent space
- vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangentX = normalize(cross(up, normal));
- vec3 tangentY = normalize(cross(normal, tangentX));
-
- // Convert to world Space
- return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
-}
-
-// Geometric Shadowing function
-float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
-{
- float k = (roughness * roughness) / 2.0;
- float GL = dotNL / (dotNL * (1.0 - k) + k);
- float GV = dotNV / (dotNV * (1.0 - k) + k);
- return GL * GV;
-}
-
-#define NUM_SAMPLES 16
-
vec2 BRDF(float NoV, float roughness)
{
-#if 0
- // Normal always points along z-axis for the 2D lookup
- const vec3 N = vec3(0.0, 0.0, 1.0);
- vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
-
- vec2 LUT = vec2(0.0);
- for(uint i = 0u; i < NUM_SAMPLES; i++) {
- vec2 Xi = hammersley2d(i, NUM_SAMPLES);
- vec3 H = importanceSample_GGX(Xi, roughness, N);
- vec3 L = 2.0 * dot(V, H) * H - V;
-
- float dotNL = max(dot(N, L), 0.0);
- float dotNV = max(dot(N, V), 0.0);
- float dotVH = max(dot(V, H), 0.0);
- float dotNH = max(dot(H, N), 0.0);
-
- if (dotNL > 0.0) {
- float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
- float G_Vis = (G * dotVH) / (dotNH * dotNV);
- float Fc = pow(1.0 - dotVH, 5.0);
- LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
- }
- }
- return LUT / float(NUM_SAMPLES);
-#else
return texture(brdfLut, vec2(NoV, roughness)).rg;
-#endif
}
// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
@@ -720,28 +641,3 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
return color;
}
-
-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 = 32.0;
- 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;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index 88ff4f0c96..077c985092 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -92,8 +92,6 @@ 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);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 2294418e8a..bcacc44d0b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -74,7 +74,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
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 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);
vec3 colorized_dot(float x);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index f23e9db040..787da799a5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -83,7 +83,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
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 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);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
@@ -150,11 +149,17 @@ 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 metal = packedORM.b;
+ 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);
// We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
@@ -166,46 +171,16 @@ void main()
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
- lit = nl * dist_atten;
-
- vec3 c_diff, reflect0, reflect90;
- float alphaRough, specWeight;
- initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
+
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- slit = getProjectedLightSpecularColor( pos, n );
- float exposure = M_PI;
- dlit *= exposure;
- slit *= exposure;
-
- colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
- colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
- colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
-
- #if DEBUG_PBR_SPOT_DIFFUSE
- colorDiffuse = dlit.rgb; colorSpec = vec3(0);
- #endif
- #if DEBUG_PBR_SPOT_SPECULAR
- colorDiffuse = vec3(0); colorSpec = slit.rgb;
- #endif
- #if DEBUG_PBR_SPOT
- colorDiffuse = dlit; colorSpec = vec3(0);
- colorDiffuse *= nl;
- colorDiffuse *= shadow;
- #endif
+ vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
}
- vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
- colorDiffuse += diffuse.rgb * amb_rgb;
-
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ final_color += diffuse.rgb * amb_rgb;
}
-
- #if DEBUG_PBR_LIGHT_TYPE
- colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0);
- #endif
-
- final_color = colorDiffuse + colorSpec;
}
else
{