/** * @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 * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable #define FLT_MAX 3.402823466e+38 #define REFMAP_COUNT 256 #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider #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 altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2DRect lightMap; #endif uniform sampler2DRect depthMap; uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; // Inputs uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); // reflection probe interface void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); 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); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif // PBR interface vec3 pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector float perceptualRoughness); 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() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; #else float scol = 1.0; float ambocc = 1.0; #endif vec3 color = vec3(0); float bloom = 0.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); vec3 ambenv; vec3 glossenv; vec3 legacyenv; bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR); if (hasPBR) { norm.xyz = getNorm(tc); vec3 orm = texture2DRect(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r * ambocc; vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; // PBR IBL float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); irradiance = max(amblit*1.725,irradiance*ambocc); 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 v = -normalize(pos.xyz); float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*8.0 * scol; color.rgb += colorEmissive; //color = atmosFragLighting(color, additive, atten); color *= atten.r; color += additive*2.0; } else { // legacy shaders are still writng sRGB to gbuffer diffuse.rgb = srgb_to_linear(diffuse.rgb); spec.rgb = srgb_to_linear(spec.rgb); float envIntensity = norm.z; norm.xyz = getNorm(tc); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); // use sky settings ambient or irradiance map sample, whichever is brighter color = max(amblit, ambenv*ambocc); float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); color.rgb *= ambient; vec3 sun_contrib = min(da, scol) * sunlit; color.rgb += sun_contrib; color.rgb *= diffuse.rgb; vec3 refnormpersp = reflect(pos.xyz, norm.xyz); if (spec.a > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib) / 6; color.rgb += spec_contrib; // add reflection map - EXPERIMENTAL WORK IN PROGRESS applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); if (envIntensity > 0.0) { // add environmentmap applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } color = mix(color, fullbrightScaleSoftClip(color), diffuse.a); } } #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); color = fogged.rgb; bloom = fogged.a; #endif frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results frag_color.a = bloom; }