/** * @file pbropaqueF.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 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 #define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse #define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse #define DEBUG_POSITION 0 uniform sampler2D diffuseMap; //always in sRGB space uniform float metallicFactor; uniform float roughnessFactor; uniform vec3 emissiveColor; #ifdef HAS_NORMAL_MAP uniform sampler2D bumpMap; VARYING vec3 vary_tangent; flat in float vary_sign; #endif #ifdef HAS_EMISSIVE_MAP uniform sampler2D emissiveMap; #endif #ifdef HAS_SPECULAR_MAP uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness #endif uniform samplerCube environmentMap; uniform mat3 env_mat; #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[4]; #else #define frag_data gl_FragData #endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; #ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; VARYING vec2 vary_texcoord1; #endif #ifdef HAS_SPECULAR_MAP VARYING vec2 vary_texcoord2; #endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); void main() { // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; if (albedo.a < minimum_alpha) { discard; } vec3 col = vertex_color.rgb * albedo.rgb; // from mikktspace.com vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy)*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; vec3 vB = sign * cross(vN, vT); vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep // occlusion 1.0 // roughness 0.0 // metal 0.0 #ifdef HAS_SPECULAR_MAP vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; #else vec3 spec = vec3(1,0,0); #endif spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; #ifdef HAS_EMISSIVE_MAP 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 #if DEBUG_VERTEX col.rgb = vertex_color.rgb; #endif #if DEBUG_NORMAL_MAP col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; #endif #if DEBUG_NORMAL_OUT col.rgb = vary_normal; #endif #if DEBUG_ORM col.rgb = linear_to_srgb(spec); #endif #if DEBUG_POSITION col.rgb = vary_position.xyz; #endif tnorm *= gl_FrontFacing ? 1.0 : -1.0; //col = vec3(0,0,0); //emissive = vary_tangent.xyz*0.5+0.5; //emissive = vec3(vary_sign*0.5+0.5); // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal. }