/** * @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 * $/LicenseInfo$ */ #define TERRAIN_PBR_DETAIL_EMISSIVE 0 #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 #define TerrainCoord vec4[2] #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 #define TerrainCoord vec2 #endif out vec4 frag_data[4]; uniform sampler2D alpha_ramp; // *TODO: More configurable quality level which disables PBR features on machines // with limited texture availability // 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; uniform sampler2D detail_0_normal; uniform sampler2D detail_1_normal; uniform sampler2D detail_2_normal; uniform sampler2D detail_3_normal; uniform sampler2D detail_0_metallic_roughness; uniform sampler2D detail_1_metallic_roughness; uniform sampler2D detail_2_metallic_roughness; uniform sampler2D detail_3_metallic_roughness; #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 uniform vec4 metallicFactors; uniform vec4 roughnessFactors; #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_normal; in vec3 vary_tangent; flat in float vary_sign; in vec4 vary_texcoord0; in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal); vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); void main() { #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; vec4 col = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, baseColorFactors, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color); float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); if (col.a < minimum_alpha) { discard; } 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); // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep // occlusion 1.0 // roughness 0.0 // metal 0.0 vec3 spec = sample_and_mix_vector3(alpha1, alpha2, alphaFinal, terrain_texcoord, orm_factors, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) vec3 emissive = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, emissiveColors, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive); #else vec3 emissive = vec3(0); #endif float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal); // from mikktspace.com vec3 vNt = sample_and_mix_normal(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); 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 ); tnorm *= gl_FrontFacing ? 1.0 : -1.0; frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive }