/** * @file class2/deferred/reflectionProbeF.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 * $/LicenseInfo$ */ // Implementation for when reflection probes are disabled uniform float reflection_probe_ambiance; uniform samplerCube environmentMap; uniform mat3 env_mat; vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear) { ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); } void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear) { sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit_linear); } vec4 sampleReflectionProbesDebug(vec3 pos) { // show nothing in debug display return vec4(0, 0, 0, 0); } void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear) { ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; legacyenv = texture(environmentMap, env_vec).rgb; glossenv = legacyenv; } void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) { } void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { color = srgb_to_linear(mix(linear_to_srgb(color.rgb), legacyenv*2.0, envIntensity)); }