From 6b44436df2c13b7c6312261f7e92d89694685198 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 19:28:17 -0700 Subject: SL-17762: PBR: Add debug flag to turn off regular output and color code point lights and spot lights --- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 8 +++++++- .../app_settings/shaders/class3/deferred/multiPointLightF.glsl | 6 ++++++ .../app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 6 ++++++ .../newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 6 ++++++ .../app_settings/shaders/class3/deferred/softenLightF.glsl | 4 ++++ .../newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 6 ++++++ 6 files changed, 35 insertions(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 5072f16988..e6f2c9d02b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,6 +25,8 @@ /*[EXTRA_CODE_HERE]*/ +#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 @@ -120,7 +122,11 @@ void main() emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; #endif - +#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 diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 513b748f5f..521ad33059 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,6 +27,8 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_PBR_LIGHT_TYPE 0 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -106,6 +108,10 @@ void main() colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } } + + #if DEBUG_PBR_LIGHT_TYPE + colorDiffuse = vec3(0,0.5,0); colorSpec = vec3(0); + #endif final_color = colorDiffuse + colorSpec; } else diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index b86402b031..332cf28fb8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -28,6 +28,8 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_PBR_LIGHT_TYPE 0 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -202,6 +204,10 @@ void main() 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 + #if DEBUG_PBR_LIGHT_TYPE + colorDiffuse = vec3(0.5); colorSpec = vec3(0); + #endif + final_color = colorDiffuse + colorSpec; } else diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 8886abb7d1..5d9b4bc877 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -27,6 +27,8 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_PBR_LIGHT_TYPE 0 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -104,6 +106,10 @@ void main() colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } +#if DEBUG_PBR_LIGHT_TYPE + colorDiffuse = vec3(0,0,0.5); colorSpec = vec3(0); +#endif + final_color = colorDiffuse + colorSpec; } else diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 59076d9760..4e92915dc2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -27,6 +27,7 @@ #define PBR_USE_GGX_EMS_HACK 0 #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_PACKORM0 0 // Rough=0, Metal=0 #define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1 #define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0 @@ -477,6 +478,9 @@ void main() #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 } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 680fcbfab3..b94db1b4cb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -28,6 +28,8 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_PBR_LIGHT_TYPE 0 + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -191,6 +193,10 @@ void main() 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 + #if DEBUG_PBR_LIGHT_TYPE + colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0); + #endif + final_color = colorDiffuse + colorSpec; } else -- cgit v1.2.3 From ca45525355ff33076247f300a3f4b372e2e6f0b2 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 19:55:11 -0700 Subject: SL-17762: PBR: Cleanup code, add clipProjectedLightVars() --- .../shaders/class1/deferred/deferredUtil.glsl | 34 ++++++++++++++++++++++ .../shaders/class3/deferred/multiSpotLightF.glsl | 20 ++++--------- .../shaders/class3/deferred/spotLightF.glsl | 19 ++++-------- 3 files changed, 44 insertions(+), 29 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 4df74b762a..721bd933cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -26,6 +26,13 @@ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; +// projected lighted params +uniform mat4 proj_mat; //screen space to light space projector +uniform vec3 proj_n; // projector normal + +// light params +uniform float size; // light_size + uniform mat4 inv_proj; uniform vec2 screen_res; @@ -52,6 +59,33 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, lightDist = length(lv); } +// In: +// light_center +// pos +// Out: +// dist +// l_dist +// lv +// proj_tc Projector Textue Coordinates +bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ) +{ + lv = light_center - pos.xyz; + dist = length(lv); + bool clipped = (dist >= size); + if ( !clipped ) + { + dist /= size; + + l_dist = -dot(lv, proj_n); + vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0)); + clipped = (projected_point.z < 0.0); + projected_point.xyz /= projected_point.w; + proj_tc = projected_point; + } + + return clipped; +} + vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 332cf28fb8..31544cf212 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -78,6 +78,7 @@ 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); +bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec2 getScreenXY(vec4 clip); @@ -146,14 +147,13 @@ void main() vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - - if (dist >= size) + vec3 lv; + vec4 proj_tc; + float dist, l_dist; + if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc)) { discard; } - dist /= size; float shadow = 1.0; @@ -169,16 +169,6 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index b94db1b4cb..7a2cb84f6e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -77,6 +77,7 @@ 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); +bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec2 getScreenXY(vec4 clip_point); @@ -135,13 +136,13 @@ void main() vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; - vec3 lv = trans_center.xyz-pos.xyz; - float dist = length(lv); - if (dist >= size) + vec3 lv; + vec4 proj_tc; + float dist, l_dist; + if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc)) { discard; } - dist /= size; float shadow = 1.0; @@ -157,16 +158,6 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; -- cgit v1.2.3 From 0cffd6045ae64539ce1811873a5d0a56c595acaa Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 20:09:14 -0700 Subject: SL-17762: Cleanup: Document channels in projectionMap --- indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 31544cf212..a6b09ad3ad 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -44,7 +44,7 @@ uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, M uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D projectionMap; +uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 7a2cb84f6e..e499638991 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -44,7 +44,7 @@ uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, M uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D projectionMap; +uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space -- cgit v1.2.3 From 002eeac7cd3496e6b3afde6240fd8c47577f8457 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 20:10:14 -0700 Subject: SL-17762: PBR: Cleanup: Document specularRect for PBR --- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 4e92915dc2..83fc144434 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -179,8 +179,7 @@ void main() da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR sRGB Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; -- cgit v1.2.3 From cce1b0c588a9d2c5a5d9885e951ccf8adcf921a5 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 26 Jul 2022 10:26:25 -0700 Subject: SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtil --- .../shaders/class1/deferred/deferredUtil.glsl | 82 ++++++++++++++++++++++ .../shaders/class3/deferred/multiSpotLightF.glsl | 31 ++------ .../shaders/class3/deferred/spotLightF.glsl | 23 +----- 3 files changed, 90 insertions(+), 46 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 721bd933cc..70a7f67864 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -25,12 +25,18 @@ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; +uniform sampler2D projectionMap; // rgba // projected lighted params uniform mat4 proj_mat; //screen space to light space projector uniform vec3 proj_n; // projector normal +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform float proj_focus; // distance from plane to begin blurring +uniform float proj_lod ; // (number of mips in proj map) +uniform float proj_range; // range between near clip and far clip plane of projection // light params +uniform vec3 color; // light_color uniform float size; // light_size uniform mat4 inv_proj; @@ -38,6 +44,8 @@ uniform vec2 screen_res; const float M_PI = 3.14159265; +vec3 srgb_to_linear(vec3 cs); + // In: // lv unnormalized surface to light vector // n normal of the surface @@ -138,6 +146,80 @@ float getDepth(vec2 pos_screen) return depth; } +vec4 getTexture2DLodDiffuse(vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// Returns projected light in Linear +// Uses: +// color +// NOTE: projected.a will be pre-multiplied with projected.rgb +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); + + return color.rgb * plcol.rgb * plcol.a; +} + +vec4 texture2DLodSpecular(vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// See: clipProjectedLightVars() +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n ) +{ + vec3 slit = vec3(0); + vec3 ref = reflect(normalize(pos), n); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float l_dist = length(pdelta); + float ds = dot(ref, proj_n); + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + if (stc.z > 0.0) + { + stc /= stc.w; + slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + } + } + return slit; // specular light +} + +vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + + return color.rgb * plcol.rgb * plcol.a; +} + vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index a6b09ad3ad..90445cb0ef 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -81,6 +81,8 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 cs); @@ -104,24 +106,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) return ret; } -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -186,6 +170,7 @@ void main() vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); vec3 dlit = vec3(0, 0, 0); + vec3 slit = vec3(0, 0, 0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { @@ -216,13 +201,8 @@ void main() { lit = nl * dist_atten * noise; - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + final_color = dlit*lit*diffuse*shadow; // unshadowed for consistency between forward and deferred? @@ -240,7 +220,6 @@ void main() final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a; } - if (spec.a > 0.0) { dlit *= min(nl*6.0, 1.0) * dist_atten; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index e499638991..c9e635ab3f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -80,6 +80,8 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip_point); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); @@ -99,20 +101,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) return ret; } -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - float det = min(lod/(proj_lod*0.5), 1.0); - float d = min(dist.x, dist.y); - float edge = 0.25*det; - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -206,12 +194,7 @@ void main() { lit = nl * dist_atten * noise; - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); final_color = dlit*lit*diffuse*shadow; -- cgit v1.2.3 From 6c40289db0801d1082e0d6f7392a187057d8903b Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 26 Jul 2022 10:42:12 -0700 Subject: SL-17762: Cleanup: Move texture2DLodSpecular() to deferredUtil, remove redundant first arg --- .../shaders/class3/deferred/multiSpotLightF.glsl | 22 ++-------------------- .../shaders/class3/deferred/spotLightF.glsl | 18 ++---------------- 2 files changed, 4 insertions(+), 36 deletions(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 90445cb0ef..f8655ccf3b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -86,25 +86,7 @@ vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 cs); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { @@ -261,7 +243,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; } } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index c9e635ab3f..300e3b8e76 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -85,21 +85,7 @@ vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip_point); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - float det = min(lod/(proj_lod*0.5), 1.0); - float d = min(dist.x, dist.y); - d *= min(1, d * (proj_lod - lod)); - float edge = 0.25*det; - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { @@ -251,7 +237,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; } } } -- cgit v1.2.3 From c2ce98e930175b584a41946821222cc849621336 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 27 Jul 2022 10:20:22 -0700 Subject: SL-17762: PBR: Fix falloff --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 70a7f67864..ad3a93128d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -290,7 +290,7 @@ vec2 getGGX( vec2 brdfPoint ) float getLightAttenuationPointSpot(float range, float distance) { #if 1 - return range; + return distance; #else float range2 = pow(range, 2.0); -- cgit v1.2.3 From ae2d4a1e1b9e19a6ac5a7354f56bd7b650e988a0 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 27 Jul 2022 10:21:34 -0700 Subject: SL-17762: Cleanup dist_atten --- .../shaders/class3/deferred/multiPointLightF.glsl | 5 ++++- .../shaders/class3/deferred/multiSpotLightF.glsl | 16 ++++++++-------- .../shaders/class3/deferred/pointLightF.glsl | 7 ++++--- .../shaders/class3/deferred/spotLightF.glsl | 20 ++++++++++---------- 4 files changed, 26 insertions(+), 22 deletions(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 521ad33059..699a9c0276 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -97,13 +97,16 @@ void main() for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) { vec3 lightColor = light_col[ light_idx ].rgb; + float falloff = light_col[ light_idx ].a; float lightSize = light [ light_idx ].w; vec3 lv =(light [ light_idx ].xyz - pos); calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (nl > 0.0 || nv > 0.0) { - vec3 intensity = getLightIntensityPoint(lightColor, lightSize, lightDist); + float dist = lightDist / lightSize; + float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); + vec3 intensity = dist_atten * getLightIntensityPoint(lightColor, lightSize, lightDist); colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index f8655ccf3b..09a8dbd4f1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -135,14 +135,7 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - if (dist_atten <= 0.0) - { - discard; - } + float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); lv = proj_origin-pos.xyz; vec3 h, l, v = -normalize(pos); @@ -169,6 +162,13 @@ void main() } else { + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) + { + discard; + } + float noise = texture2D(noiseMap, tc/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 5d9b4bc877..defd577266 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -88,6 +88,9 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + float dist = lightDist / size; + float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 colorDiffuse = vec3(0); @@ -101,7 +104,7 @@ void main() if (nl > 0.0 || nv > 0.0) { - vec3 intensity = getLightIntensityPoint(color, size, lightDist); + vec3 intensity = dist_atten * getLightIntensityPoint(color, size, lightDist); colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); } @@ -126,8 +129,6 @@ void main() discard; } - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 300e3b8e76..72ae733622 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -132,17 +132,9 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff); - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; + lv = proj_origin-pos.xyz; // NOTE: Re-using lv vec3 h, l, v = -normalize(pos); float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); @@ -166,6 +158,14 @@ void main() } else { + dist_atten *= dist_atten; + dist_atten *= 2.0; + + if (dist_atten <= 0.0) + { + discard; + } + float noise = texture2D(noiseMap, tc/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && -- cgit v1.2.3 From 6f204fcffbeb56dd96dd74806cb0a0405651c3b3 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 27 Jul 2022 10:26:50 -0700 Subject: SL-17762: PBR: Add defines for spot light debugging --- .../shaders/class3/deferred/multiSpotLightF.glsl | 24 +++++++++++++++++++++- .../shaders/class3/deferred/spotLightF.glsl | 5 +++++ 2 files changed, 28 insertions(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 09a8dbd4f1..e29e5d69a2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -28,7 +28,15 @@ /*[EXTRA_CODE_HERE]*/ -#define DEBUG_PBR_LIGHT_TYPE 0 +#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object +#define DEBUG_PBR_SPOT 0 +#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit +#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit + +#define DEBUG_SPOT_DIFFUSE 0 +#define DEBUG_SPOT_NL 0 // monochome area effected by light +#define DEBUG_SPOT_SPEC_POS 0 +#define DEBUG_SPOT_REFLECTION 0 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -247,7 +255,21 @@ void main() } } } + #if DEBUG_SPOT_SPEC_POS + final_color = pos + ref * dot(pdelta, proj_n)/ds; + #endif + #if DEBUG_SPOT_REFLECTION + final_color = ref; + #endif } + +#if DEBUG_SPOT_NL + final_color =vec3(nl); +#endif +#if DEBUG_SPOT_DIFFUSE + final_color = vec3(nl * dist_atten * noise); +#endif + } //not sure why, but this line prevents MATBUG-194 diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 72ae733622..f6ab0ad428 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -29,6 +29,10 @@ /*[EXTRA_CODE_HERE]*/ #define DEBUG_PBR_LIGHT_TYPE 0 +#define DEBUG_PBR_SPOT 0 +#define DEBUG_PBR_NL 0 // monochome area effected by light +#define DEBUG_PBR_SPOT_DIFFUSE 0 +#define DEBUG_PBR_SPOT_SPECULAR 0 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -142,6 +146,7 @@ void main() vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); vec3 dlit = vec3(0, 0, 0); + vec3 slit = vec3(0, 0, 0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { -- cgit v1.2.3 From eb4a906a76c6d5114bd52c60a7f8b4a5adb112d1 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 27 Jul 2022 10:27:21 -0700 Subject: SL-17762: PBR: Add support for spot lights --- .../shaders/class3/deferred/multiSpotLightF.glsl | 46 ++++++++++++++++++++++ .../shaders/class3/deferred/spotLightF.glsl | 42 ++++++++++++++++++++ 2 files changed, 88 insertions(+) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index e29e5d69a2..20309d9673 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -161,7 +161,53 @@ void main() 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; +// if (proj_tc.x > 0.0 && proj_tc.x < 1.0 +// && proj_tc.y > 0.0 && proj_tc.y < 1.0) + if (nl > 0.0) + { + 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 ); + +// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v ); + colorDiffuse = shadow * dlit * nl * dist_atten; + colorSpec = shadow * slit * nl * dist_atten; + +// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); +// colorSpec *= 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 + + #if DEBUG_SPOT_SPEC_POS + colorDiffuse = pos + ref * dot(pdelta, proj_n)/ds; colorSpec = vec3(0); + #endif + #if DEBUG_SPOT_REFLECTION + colorDiffuse = ref; colorSpec = vec3(0); + #endif + + } + + #if DEBUG_SPOT_DIFFUSE + colorDiffuse = vec3(nl * dist_atten); + #endif + #if DEBUG_SPOT_NL + colorDiffuse = vec3(nl); colorSpec = vec3(0); + #endif #if DEBUG_PBR_LIGHT_TYPE colorDiffuse = vec3(0.5); colorSpec = vec3(0); #endif diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f6ab0ad428..a82581d1a1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -154,7 +154,49 @@ void main() 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; +// if (proj_tc.x > 0.0 && proj_tc.x < 1.0 +// && proj_tc.y > 0.0 && proj_tc.y < 1.0) + if (nl > 0.0) + { + 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 ); + +// vec3 intensity = getLightIntensitySpot( color, size, lightDist, v ); +// colorDiffuse = shadow * dlit * nl; +// colorSpec = shadow * slit * nl; + +// colorDiffuse *= BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); +// colorSpec *= BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); + + colorDiffuse = shadow * dlit * nl * dist_atten; + colorSpec = shadow * slit * nl * dist_atten; + + #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 + + } + + #if DEBUG_SPOT_DIFFUSE + colorDiffuse = vec3(nl * dist_atten); + #endif + #if DEBUG_PBR_NL + colorDiffuse = vec3(nl); colorSpec = vec3(0); + #endif #if DEBUG_PBR_LIGHT_TYPE colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0); #endif -- cgit v1.2.3