/** * @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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D specularRect; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D lightFunc; uniform vec3 env_mat[3]; uniform float sun_wash; // light params uniform vec3 color; uniform float falloff; uniform float size; in vec4 vary_fragcoord; in vec3 trans_center; uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; 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 getNorm(vec2 screenpos); vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); 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 void main() { vec3 final_color = vec3(0); vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() vec3 n = norm.xyz; vec3 diffuse = texture(diffuseRect, tc).rgb; vec4 spec = texture(specularRect, tc); // Common half vectors calcs vec3 lv = trans_center.xyz-pos; vec3 h, l, v = -normalize(pos); float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (lightDist >= size) { discard; } float dist = lightDist / size; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 colorEmissive = texture(emissiveRect, tc).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); vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); } else { if (nl < 0.0) { discard; } diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); float lit = nl * dist_atten; final_color = color.rgb*lit*diffuse; if (spec.a > 0.0) { lit = min(nl*6.0, 1.0) * dist_atten; float sa = nh; float fres = pow(1 - vh, 5) * 0.4+0.5; float gtdenom = 2 * nh; float gt = max(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); final_color += lit*scol*color.rgb*spec.rgb; } } if (dot(final_color, final_color) <= 0.0) { discard; } } frag_color.rgb = max(final_color, vec3(0)); frag_color.a = 0.0; }