/** * @file class3/deferred/softenLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ #define FLT_MAX 3.402823466e+38 out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D specularRect; uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2D lightMap; #endif uniform sampler2D depthMap; uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; #if defined(HAS_SSAO) uniform float ssao_irradiance_scale; uniform float ssao_irradiance_max; #endif // Inputs uniform vec4 clipPlane; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; in vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec4 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); // reflection probe interface void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); 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); 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); float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); uniform vec4 waterPlane; uniform int cube_snapshot; uniform float sky_hdr_scale; 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); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 pos, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten); 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 adjustIrradiance(inout vec3 irradiance, float ambocc) { // use sky settings ambient or irradiance map sample, whichever is brighter //irradiance = max(amblit_linear, irradiance); #if defined(HAS_SSAO) irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); #endif } void main() { vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = getNorm(tc); vec3 colorEmissive = texture(emissiveRect, tc).rgb; float envIntensity = colorEmissive.r; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec4 baseColor = texture(diffuseRect, tc); vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; #endif #if defined(HAS_SUN_SHADOW) float scol = max(scol_ambocc.r, baseColor.a); #else float scol = 1.0; #endif #if defined(HAS_SSAO) float ambocc = scol_ambocc.g; #else float ambocc = 1.0; #endif vec3 color = vec3(0); float bloom = 0.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); vec3 amblit_linear = amblit; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r; // PBR IBL float gloss = 1.0 - perceptualRoughness; sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); adjustIrradiance(irradiance, ambocc); vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); } else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) { // actual HDRI sky, just copy color value color = colorEmissive.rgb; } else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) { //should only be true of WL sky, port over base color value and scale for fake HDR color = colorEmissive.rgb; color = srgb_to_linear(color); color *= sky_hdr_scale; } else { // legacy shaders are still writng sRGB to gbuffer baseColor.rgb = srgb_to_linear(baseColor.rgb); spec.rgb = srgb_to_linear(spec.rgb); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); vec3 irradiance = vec3(0); vec3 glossenv = vec3(0); vec3 legacyenv = vec3(0); sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); adjustIrradiance(irradiance, ambocc); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance; vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; color.rgb *= baseColor.rgb; vec3 refnormpersp = reflect(pos.xyz, norm.xyz); if (spec.a > 0.0) { vec3 lv = light_dir.xyz; vec3 h, l, v = -normalize(pos.xyz); float nh, nl, nv, vh, lightDist; vec3 n = norm.xyz; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (nl > 0.0 && nh > 0.0) { float lit = min(nl*6.0, 1.0); 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))); scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; } // add radiance map applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); if (envIntensity > 0.0) { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } } frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; }