/** * @file class1\deferred\terrainF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, 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 TERRAIN_PBR_DETAIL_EMISSIVE 0 #define TERRAIN_PBR_DETAIL_OCCLUSION -1 #define TERRAIN_PBR_DETAIL_NORMAL -2 #define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3 #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 #define TerrainCoord vec4[2] #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 #define TerrainCoord vec2 #endif #define MIX_X 1 << 3 #define MIX_Y 1 << 4 #define MIX_Z 1 << 5 #define MIX_W 1 << 6 struct TerrainMix { vec4 weight; int type; }; TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal); struct PBRMix { vec4 col; // RGB color with alpha, linear space #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) vec3 orm; // Occlusion, roughness, metallic #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) vec2 rm; // Roughness, metallic #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) vec3 vNt; // Unpacked normal texture sample, vector #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) vec3 emissive; // RGB emissive color, linear space #endif }; PBRMix init_pbr_mix(); PBRMix terrain_sample_and_multiply_pbr( TerrainCoord terrain_coord , sampler2D tex_col #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , sampler2D tex_orm #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , sampler2D tex_vNt #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , sampler2D tex_emissive #endif , vec4 factor_col #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) , vec3 factor_orm #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , vec2 factor_rm #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , vec3 factor_emissive #endif ); PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight); out vec4 frag_data[4]; uniform sampler2D alpha_ramp; // https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures uniform sampler2D detail_0_base_color; uniform sampler2D detail_1_base_color; uniform sampler2D detail_2_base_color; uniform sampler2D detail_3_base_color; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) uniform sampler2D detail_0_normal; uniform sampler2D detail_1_normal; uniform sampler2D detail_2_normal; uniform sampler2D detail_3_normal; #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) uniform sampler2D detail_0_metallic_roughness; uniform sampler2D detail_1_metallic_roughness; uniform sampler2D detail_2_metallic_roughness; uniform sampler2D detail_3_metallic_roughness; #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) uniform sampler2D detail_0_emissive; uniform sampler2D detail_1_emissive; uniform sampler2D detail_2_emissive; uniform sampler2D detail_3_emissive; #endif uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) uniform vec4 metallicFactors; uniform vec4 roughnessFactors; #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) uniform vec3[4] emissiveColors; #endif uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 in vec4[2] vary_coords; #endif in vec3 vary_position; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; in vec4 vary_texcoord0; in vec4 vary_texcoord1; void mirrorClip(vec3 position); float terrain_mix(TerrainMix tm, vec4 tms4); void main() { // Make sure we clip the terrain if we're in a mirror. mirrorClip(vary_position); #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 TerrainCoord terrain_texcoord = vary_coords; #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 TerrainCoord terrain_texcoord = vary_texcoord0.xy; #endif float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep // occlusion 1.0 // roughness 0.0 // metal 0.0 vec3[4] orm_factors; orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x); orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y); orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z); orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w); #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) vec2[4] rm_factors; rm_factors[0] = vec2(roughnessFactors.x, metallicFactors.x); rm_factors[1] = vec2(roughnessFactors.y, metallicFactors.y); rm_factors[2] = vec2(roughnessFactors.z, metallicFactors.z); rm_factors[3] = vec2(roughnessFactors.w, metallicFactors.w); #endif PBRMix mix = init_pbr_mix(); PBRMix mix2; switch (tm.type & MIX_X) { case MIX_X: mix2 = terrain_sample_and_multiply_pbr( terrain_texcoord , detail_0_base_color #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , detail_0_metallic_roughness #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_0_normal #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_0_emissive #endif , baseColorFactors[0] #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) , orm_factors[0] #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , rm_factors[0] #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , emissiveColors[0] #endif ); mix = mix_pbr(mix, mix2, tm.weight.x); break; default: break; } switch (tm.type & MIX_Y) { case MIX_Y: mix2 = terrain_sample_and_multiply_pbr( terrain_texcoord , detail_1_base_color #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , detail_1_metallic_roughness #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_1_normal #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_1_emissive #endif , baseColorFactors[1] #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) , orm_factors[1] #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , rm_factors[1] #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , emissiveColors[1] #endif ); mix = mix_pbr(mix, mix2, tm.weight.y); break; default: break; } switch (tm.type & MIX_Z) { case MIX_Z: mix2 = terrain_sample_and_multiply_pbr( terrain_texcoord , detail_2_base_color #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , detail_2_metallic_roughness #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_2_normal #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_2_emissive #endif , baseColorFactors[2] #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) , orm_factors[2] #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , rm_factors[2] #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , emissiveColors[2] #endif ); mix = mix_pbr(mix, mix2, tm.weight.z); break; default: break; } switch (tm.type & MIX_W) { case MIX_W: mix2 = terrain_sample_and_multiply_pbr( terrain_texcoord , detail_3_base_color #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , detail_3_metallic_roughness #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_3_normal #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_3_emissive #endif , baseColorFactors[3] #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) , orm_factors[3] #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) , rm_factors[3] #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , emissiveColors[3] #endif ); mix = mix_pbr(mix, mix2, tm.weight.w); break; default: break; } float minimum_alpha = terrain_mix(tm, minimum_alphas); if (mix.col.a < minimum_alpha) { discard; } float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z)); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) // from mikktspace.com vec3 vNt = mix.vNt; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; vec3 vB = vary_sign * cross(vN, vT); vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); tnorm *= gl_FrontFacing ? 1.0 : -1.0; #else vec3 tnorm = vary_normal; tnorm *= gl_FrontFacing ? 1.0 : -1.0; #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) #define emissive mix.emissive #else #define emissive vec3(0) #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) #define orm mix.orm #elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS) #define orm vec3(1.0, mix.rm) #else // Matte plastic potato terrain #define orm vec3(1.0, 1.0, 0.0) #endif frag_data[0] = max(vec4(mix.col.xyz, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive }