/** * @file class1\deferred\pbralphaF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ #define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D bumpMap; uniform sampler2D emissiveMap; uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness uniform float metallicFactor; uniform float roughnessFactor; uniform vec3 emissiveColor; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2DRect lightMap; #endif uniform int sun_up_factor; uniform vec3 sun_dir; uniform vec3 moon_dir; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif #else #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[4]; #else #define frag_data gl_FragData #endif #endif #ifdef HAS_SHADOW VARYING vec3 vary_fragcoord; uniform vec2 screen_res; #endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; VARYING vec3 vary_tangent; flat in float vary_sign; #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() #endif // Lights // See: LLRender::syncLightState() uniform vec4 light_position[8]; uniform vec3 light_direction[8]; // spot direction uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; uniform vec2 light_deferred_attenuation[8]; // light size and falloff 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); 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); vec2 getGGX( vec2 brdfPoint ); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); 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, 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) { vec3 intensity = vec3(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; if (dist <= 1.0 && nl > 0.0) { 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; } } return intensity; } void main() { vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; float scol = 1.0; float ambocc = 1.0; vec3 sunlit; vec3 amblit; vec3 additive; 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; albedo.rgb = srgb_to_linear(albedo.rgb); #ifdef HAS_ALPHA_MASK if (albedo.a < minimum_alpha) { discard; } #endif vec3 base = vertex_color.rgb * albedo.rgb; vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; vec3 vB = sign * cross(vN, vT); vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); norm *= gl_FrontFacing ? 1.0 : -1.0; #ifdef HAS_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; 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 packedORM.g *= roughnessFactor; packedORM.b *= metallicFactor; // 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; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); vec3 legacyenv = vec3(0); sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); irradiance = max(amblit,irradiance) * ambocc; pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); // 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 col = colorDiffuse + colorEmissive + colorSpec; 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 ); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) col.rgb += light.rgb; col.rgb = linear_to_srgb(col.rgb); col *= atten.r; col += 2.0*additive; col = scaleSoftClipFrag(col); frag_color = vec4(col,albedo.a * vertex_color.a); }