/** * @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_BASIC 0 #define DEBUG_VERTEX 0 #define DEBUG_NORMAL 0 #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; #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 vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #endif #ifdef HAS_SPECULAR_MAP VARYING vec2 vary_texcoord2; #endif vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); const float M_PI = 3.141592653589793; void main() { // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; #ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = norm.xyz * 2 - 1; vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); #else vec4 norm = vec4(0,0,0,1.0); // vec3 tnorm = vary_normal; vec3 tnorm = vec3(0,0,1); #endif tnorm = normalize(tnorm.xyz); norm.xyz = normalize(tnorm.xyz); // RGB = Occlusion, Roughness, Metal // default values // occlusion ? // roughness 1.0 // metal 1.0 #ifdef HAS_SPECULAR_MAP vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; #else vec3 spec = vec3(1,1,1); #endif spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; #ifdef HAS_EMISSIVE_MAP emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; #endif #if DEBUG_BASIC col.rgb = vec3( 1, 0, 1 ); #endif #if DEBUG_VERTEX col.rgb = vertex_color.rgb; #endif #if DEBUG_NORMAL col.rgb = vary_normal; #endif #if DEBUG_POSITION col.rgb = vary_position.xyz; #endif frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = vec4(emissive,0); // Emissive }