/** * @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]*/ #ifndef IS_HUD // deferred opaque implementation uniform sampler2D diffuseMap; //always in sRGB space uniform float metallicFactor; uniform float roughnessFactor; uniform vec3 emissiveColor; uniform sampler2D bumpMap; uniform sampler2D emissiveMap; uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness out vec4 frag_data[4]; in vec3 vary_position; in vec4 vertex_color; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; in vec2 base_color_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); uniform vec4 clipPlane; uniform float clipSign; uniform float mirror_flag; void applyClip(vec3 pos) { if (mirror_flag > 0) { // TODO: make this less branchy if (clipSign > 0) { if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0) { discard; } } else { if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) > 0.0) { discard; } } } } uniform mat3 normal_matrix; void main() { applyClip(vary_position); vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com vec3 vNt = texture(bumpMap, normal_texcoord.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 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 vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; //spec.rgb = vec3(1,1,0); //col = vec3(0,0,0); //emissive = vary_tangent.xyz*0.5+0.5; //emissive = vec3(sign*0.5+0.5); //emissive = vNt * 0.5 + 0.5; //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive } #else // forward fullbright implementation for HUDs uniform sampler2D diffuseMap; //always in sRGB space uniform vec3 emissiveColor; uniform sampler2D emissiveMap; out vec4 frag_color; in vec3 vary_position; in vec4 vertex_color; in vec2 base_color_texcoord; in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); void main() { vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); col += emissive; // HUDs are rendered after gamma correction, output in sRGB space frag_color.rgb = linear_to_srgb(col); frag_color.a = 0.0; } #endif