/** * @file class3\deferred\multiPointLightF.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]*/ out vec4 frag_color; uniform sampler2D lightFunc; uniform vec3 env_mat[3]; uniform float sun_wash; uniform int light_count; uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back() uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff uniform vec2 screen_res; uniform float far_z; uniform mat4 inv_proj; uniform int classic_mode; in vec4 vary_fragcoord; 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); vec4 getPosition(vec2 pos_screen); vec4 getNorm(vec2 screenpos); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera vec3 l, // surface point to light out float nl, out vec3 diff, out vec3 spec); GBufferInfo getGBuffer(vec2 screenpos); void main() { vec3 final_color = vec3(0, 0, 0); vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; if (pos.z < far_z) { discard; } GBufferInfo gb = getGBuffer(tc); vec3 n = gb.normal; vec4 spec = gb.specular; vec3 diffuse = gb.albedo.rgb; vec3 h, l, v = -normalize(pos); float nh, nv, vh, lightDist; if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { vec3 colorEmissive = gb.emissive.rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, metallic); for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) { vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); float falloff = light_col[ light_idx ].a; float lightSize = light[ light_idx ].w; vec3 lv = light[ light_idx ].xyz - pos; lightDist = length(lv); float dist = lightDist / lightSize; if (dist <= 1.0) { lv /= lightDist; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); vec3 intensity = dist_atten * lightColor * 3.25; float nl = 0; vec3 diff = vec3(0); vec3 specPunc = vec3(0); pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diff, specPunc); final_color += intensity * clamp(nl * (diff + specPunc), vec3(0), vec3(10)); } } } else { diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop for (int i = 0; i < LIGHT_COUNT; ++i) { vec3 lv = light[i].xyz - pos; float dist = length(lv); dist /= light[i].w; if (dist <= 1.0) { float nl = dot(n, lv); if (nl > 0.0) { float lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); float fa = light_col[i].a; float dist_atten = calcLegacyDistanceAttenuation(dist, fa); float lit = nl * dist_atten; vec3 col = light_col[i].rgb * lit * diffuse; if (spec.a > 0.0) { lit = min(nl * 6.0, 1.0) * dist_atten; float fres = pow(1.0 - vh, 5.0) * 0.4 + 0.5; float gtdenom = 2.0 * nh; float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); col += lit * scol * light_col[i].rgb * spec.rgb; } } final_color += col; } } } } float final_scale = 1.0; if (classic_mode > 0) final_scale = 0.9; frag_color.rgb = max(final_color * final_scale, vec3(0)); frag_color.a = 0.0; #ifdef IS_AMD_CARD // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage // away which leads to unfun crashes and artifacts. vec4 dummy1 = light[0]; vec4 dummy2 = light_col[0]; vec4 dummy3 = light[LIGHT_COUNT - 1]; vec4 dummy4 = light_col[LIGHT_COUNT - 1]; #endif }