/** * @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 1 #define DEBUG_COLOR 0 #define DEBUG_NORMAL 0 #define DEBUG_POSITION 0 #define DEBUG_REFLECT_VEC 0 #define DEBUG_REFLECT_COLOR 0 #ifdef HAS_SPECULAR_MAP uniform sampler2D specularMap; #endif uniform samplerCube environmentMap; uniform mat3 env_mat; #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif VARYING vec3 vary_position; VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; #ifdef HAS_SPECULAR_MAP VARYING vec2 vary_texcoord2; #endif vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); struct PBR { float LdotH; // Light and Half float NdotL; // Normal and Light float NdotH; // Normal and Half float VdotH; // View and Half }; const float M_PI = 3.141592653589793; void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; //#ifdef HAS_SPECULAR_MAP //#else vec4 norm = vec4(0,0,0,1.0); vec3 tnorm = vary_normal; //#endif norm.xyz = normalize(tnorm.xyz); vec3 spec; spec.rgb = vec3(vertex_color.a); vec3 pos = vary_position; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; #if DEBUG_BASIC col.rgb = vec3( 1, 0, 1 ); // DEBUG #endif #if DEBUG_COLOR col.rgb = vertex_color.rgb; #endif #if DEBUG_NORMAL col.rgb = vary_normal; #endif #if DEBUG_POSITION col.rgb = vary_position.xyz; #endif #if DEBUG_REFLECT_VEC col.rgb = refnormpersp; #endif #if DEBUG_REFLECT_COLOR col.rgb = reflected_color; #endif frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec, vertex_color.a); // spec frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, 0.0); }