/** * @file class1\deferred\pbralphaF.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 uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D bumpMap; uniform sampler2D emissiveMap; uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness uniform float metallicFactor; uniform float roughnessFactor; uniform vec3 emissiveColor; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2D lightMap; #endif uniform int sun_up_factor; uniform vec3 sun_dir; uniform vec3 moon_dir; out vec4 frag_color; in vec3 vary_fragcoord; #ifdef HAS_SUN_SHADOW uniform vec2 screen_res; #endif in vec3 vary_position; in vec2 base_color_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; in vec4 vertex_color; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() #endif // Lights // See: LLRender::syncLightState() uniform vec4 light_position[8]; uniform vec3 light_direction[8]; // spot direction uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; uniform vec2 light_deferred_attenuation[8]; // light size and falloff vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void mirrorClip(vec3 pos); void waterClip(vec3 pos); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 pos, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten); vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 p, // pixel position vec3 v, // view vector (negative normalized pixel position) vec3 lp, // light position vec3 ld, // light direction (for spotlights) vec3 lightColor, float lightSize, float falloff, float is_pointlight, float ambiance); void main() { mirrorClip(vary_position); vec3 color = vec3(0,0,0); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; waterClip(pos); vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; basecolor.rgb = srgb_to_linear(basecolor.rgb); #ifdef HAS_ALPHA_MASK if (basecolor.a < minimum_alpha) { discard; } #endif vec3 col = vertex_color.rgb * basecolor.rgb; 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 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); norm *= gl_FrontFacing ? 1.0 : -1.0; float scol = 1.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; #ifdef HAS_SUN_SHADOW scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space float perceptualRoughness = orm.g * roughnessFactor; float metallic = orm.b * metallicFactor; float ao = orm.r; // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); // PBR IBL float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); vec3 light = vec3(0); // Punctual lights #define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) color.rgb += light.rgb; color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; float a = basecolor.a*vertex_color.a; frag_color = max(vec4(color.rgb,a), vec4(0)); } #else uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D emissiveMap; uniform vec3 emissiveColor; out vec4 frag_color; in vec3 vary_position; in vec2 base_color_texcoord; in vec2 emissive_texcoord; in vec4 vertex_color; #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() #endif vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void main() { vec3 color = vec3(0,0,0); vec3 pos = vary_position; vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; basecolor.rgb = srgb_to_linear(basecolor.rgb); #ifdef HAS_ALPHA_MASK if (basecolor.a < minimum_alpha) { discard; } #endif color = vertex_color.rgb * basecolor.rgb; // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); float a = basecolor.a*vertex_color.a; color += colorEmissive; color = linear_to_srgb(color); frag_color = max(vec4(color.rgb,a), vec4(0)); } #endif