/** * @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]*/ 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 sampler2DRect lightMap; #endif uniform int sun_up_factor; uniform vec3 sun_dir; uniform vec3 moon_dir; out vec4 frag_color; #ifdef HAS_SHADOW VARYING vec3 vary_fragcoord; uniform vec2 screen_res; #endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; VARYING 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); // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); 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, vec3 pos, vec3 norm, float glossiness); // PBR interface vec3 pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector float perceptualRoughness); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera vec3 l); //surface point to light vec3 calcPointLightOrSpotLight(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) { vec3 color = vec3(0,0,0); vec3 lv = lp.xyz - p; float lightDist = length(lv); float dist = lightDist / lightSize; if (dist <= 1.0) { lv /= lightDist; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); vec3 intensity = dist_atten * lightColor * 3.0; color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } return color; } void main() { vec3 color = vec3(0,0,0); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; float scol = 1.0; float ambocc = 1.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; albedo.rgb = srgb_to_linear(albedo.rgb); #ifdef HAS_ALPHA_MASK if (albedo.a < minimum_alpha) { discard; } #endif vec3 baseColor = vertex_color.rgb * albedo.rgb; vec3 vNt = texture(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 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); norm *= gl_FrontFacing ? 1.0 : -1.0; #ifdef HAS_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif vec3 orm = texture(specularMap, vary_texcoord2.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(texture2D(emissiveMap, vary_texcoord0.xy).rgb); // PBR IBL float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); irradiance = max(amblit*2.0,irradiance); vec3 f0 = vec3(0.04); vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, metallic); vec3 v = -normalize(pos.xyz); float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol; color += colorEmissive; color = atmosFragLightingLinear(color, additive, atten); color = scaleSoftClipFragLinear(color); vec3 light = vec3(0); // Punctual lights #define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(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; frag_color = vec4(color.rgb,albedo.a * vertex_color.a); }