/** * @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]*/ 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]; VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec3 vary_normal; VARYING vec3 vary_tangent; flat in float vary_sign; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; 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 mat3 normal_matrix; 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 * srgb_to_linear(albedo.rgb); // from mikktspace.com 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 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 = texture2D(specularMap, vary_texcoord2.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.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] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed 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); // PBR sRGB Emissive }