From b2553fc8b46e44dd74b2840e041b3cf46d2b39fc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 15:48:55 -0500 Subject: Fix for spotlights in background not matching foreground. Remove some unused functions. --- .../shaders/class1/deferred/deferredUtil.glsl | 104 --------------------- .../shaders/class1/deferred/pbralphaF.glsl | 2 - .../shaders/class3/deferred/multiSpotLightF.glsl | 1 - .../shaders/class3/deferred/spotLightF.glsl | 55 +++-------- 4 files changed, 15 insertions(+), 147 deletions(-) (limited to 'indra') 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 { -- cgit v1.2.3