/** * @file class3\deferred\pointLightF.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 * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; // light params uniform vec3 color; uniform float falloff; uniform float size; VARYING vec4 vary_fragcoord; VARYING vec3 trans_center; uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); vec3 srgb_to_linear(vec3 c); void main() { vec3 final_color = vec3(0); vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; vec3 lv = trans_center.xyz-pos; float dist = length(lv); if (dist >= size) { discard; } dist /= size; float envIntensity; vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() float da = dot(n, lv); if (da < 0.0) { discard; } lv = normalize(lv); da = dot(n, lv); float noise = texture2D(noiseMap, tc/128.0).b; vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; vec4 spec = texture2DRect(specularRect, tc); // Common half vectors calcs vec3 v = -normalize(pos); vec3 h = normalize(lv + v); float nh, nv, vh; calcHalfVectors(h, n, v, nh, nv, vh); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 colorDiffuse = vec3(0); vec3 colorSpec = vec3(0); vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl final_color = colorDiffuse + colorSpec; } else { float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; float lit = da * dist_atten * noise; final_color = color.rgb*lit*diffuse; if (spec.a > 0.0) { lit = min(da*6.0, 1.0) * dist_atten; float sa = nh; float fres = pow(1 - dot(h, v), 5) * 0.4+0.5; float gtdenom = 2 * nh; float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); final_color += lit*scol*color.rgb*spec.rgb; } } if (dot(final_color, final_color) <= 0.0) { discard; } } frag_color.rgb = final_color; frag_color.a = 0.0; }