From a32125bc0edcc583b185c08af0df1988855c0bac Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 01:52:01 -0500 Subject: WIP - replace PBR implementation - point lights --- .../shaders/class3/deferred/multiPointLightF.glsl | 45 ++++++++++++++-------- .../shaders/class3/deferred/pointLightF.glsl | 40 ++++++++++--------- 2 files changed, 51 insertions(+), 34 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 3b57821758..4fbfaf9898 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -66,6 +66,14 @@ vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); +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 + + void main() { #if defined(LOCAL_LIGHT_KILL) @@ -87,38 +95,43 @@ void main() vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec3 h, l, v = -normalize(pos); - float nh, nl, nv, vh, lightDist; + float nh, nv, vh, lightDist; 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 + 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 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); + vec3 specularColor = mix(f0, baseColor.rgb, metallic); for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) { vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); 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); + float lightSize = light[ light_idx ].w; + vec3 lv = light[ light_idx ].xyz - pos; + + lightDist = length(lv); float dist = lightDist / lightSize; - if (dist <= 1.0 && nl > 0.0) + if (dist <= 1.0) { + lv /= lightDist; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * nl * lightColor * 2.0; - colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); + + vec3 intensity = dist_atten * lightColor * 3.0; + + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } } - - 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 0472f08852..88f165f315 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -68,6 +68,13 @@ 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 c); +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 + void main() { vec3 final_color = vec3(0); @@ -96,25 +103,22 @@ 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 lightSize = size; - vec3 lightColor = color; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - - if (nl > 0.0) - { - vec3 intensity = dist_atten * nl * lightColor * 2.0; // Legacy attenuation - colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); - } - - final_color = colorDiffuse + colorSpec; + 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); + + 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)); } else { -- cgit v1.2.3