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/**
* @file class1/deferred/deferredUtil.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
* $/LicenseInfo$
*/
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2D projectionMap; // rgba
// projected lighted params
uniform mat4 proj_mat; //screen space to light space projector
uniform vec3 proj_n; // projector normal
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform float proj_focus; // distance from plane to begin blurring
uniform float proj_lod ; // (number of mips in proj map)
uniform float proj_range; // range between near clip and far clip plane of projection
uniform float proj_ambiance;
// light params
uniform vec3 color; // light_color
uniform float size; // light_size
uniform mat4 inv_proj;
uniform vec2 screen_res;
const float M_PI = 3.14159265;
vec3 srgb_to_linear(vec3 cs);
// In:
// lv unnormalized surface to light vector
// n normal of the surface
// pos unnormalized camera to surface vector
// Out:
// l normalized surace to light vector
// nl diffuse angle
// nh specular angle
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)
{
l = normalize(lv);
h = normalize(l + v);
nh = clamp(dot(n, h), 0.0, 1.0);
nl = clamp(dot(n, l), 0.0, 1.0);
nv = clamp(dot(n, v), 0.0, 1.0);
vh = clamp(dot(v, h), 0.0, 1.0);
lightDist = length(lv);
}
// In:
// light_center
// pos
// Out:
// dist
// l_dist
// lv
// proj_tc Projector Textue Coordinates
bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc )
{
lv = light_center - pos.xyz;
dist = length(lv);
bool clipped = (dist >= size);
if ( !clipped )
{
dist /= size;
l_dist = -dot(lv, proj_n);
vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0));
clipped = (projected_point.z < 0.0);
projected_point.xyz /= projected_point.w;
proj_tc = projected_point;
}
return clipped;
}
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
if (screen_res.x > 0 && screen_res.y > 0)
{
sc /= screen_res;
}
return sc - vec2(1.0, 1.0);
}
// See: https://aras-p.info/texts/CompactNormalStorage.html
// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
vec3 getNorm(vec2 screenpos)
{
vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
{
vec2 enc = packedNormalEnvIntensityFlags.xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return normalize(n); // TODO: Is this normalize redundant?
}
// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
// See: C++: addDeferredAttachments(), GLSL: softenLightF
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
{
vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy);
n = getNormalFromPacked( packedNormalEnvIntensityFlags );
envIntensity = packedNormalEnvIntensityFlags.z;
return packedNormalEnvIntensityFlags;
}
float getDepth(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen).r;
return depth;
}
vec4 getTexture2DLodAmbient(vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getTexture2DLodDiffuse(vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
// lit This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; }
// Uses:
// color Projected spotlight color
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv)
{
vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod);
vec3 amb_rgb = amb_plcol.rgb * amb_plcol.a;
amb_da += proj_ambiance;
amb_da += (nl*nl*0.5+0.5) * proj_ambiance;
amb_da *= attenuation * noise;
amb_da = min(amb_da, 1.0-lit);
return (amb_da * color.rgb * amb_rgb);
}
// Returns projected light in Linear
// Uses global spotlight color:
// color
// NOTE: projected.a will be pre-multiplied with projected.rgb
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)
{
float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod);
return color.rgb * plcol.rgb * plcol.a;
}
vec4 texture2DLodSpecular(vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
// See: clipProjectedLightVars()
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n )
{
vec3 slit = vec3(0);
vec3 ref = reflect(normalize(pos), n);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float l_dist = length(pdelta);
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
}
}
return slit; // specular light
}
vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv)
{
float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
return color.rgb * plcol.rgb * plcol.a;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = getDepth(pos_screen);
vec2 sc = getScreenCoordinate(pos_screen);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
vec4 getPositionWithDepth(vec2 pos_screen, float depth)
{
vec2 sc = getScreenCoordinate(pos_screen);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
vec2 getScreenXY(vec4 clip)
{
vec4 ndc = clip;
ndc.xyz /= clip.w;
vec2 screen = vec2( ndc.xy * 0.5 );
screen += 0.5;
screen *= screen_res;
return screen;
}
// Color utils
vec3 colorized_dot(float x)
{
if (x > 0.0) return vec3( 0, x, 0 );
if (x < 0.0) return vec3(-x, 0, 0 );
return vec3( 0, 0, 1 );
}
vec3 hue_to_rgb(float hue)
{
if (hue > 1.0) return vec3(0.5);
vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2);
return clamp(rgb, 0.0, 1.0);
}
// PBR Utils
vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh)
{
return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0);
}
// Approximate Environment BRDF
vec2 getGGXApprox( vec2 uv )
{
// Reference: Physically Based Shading on Mobile
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
// EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV )
float nv = uv.x;
float roughness = uv.y;
const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 );
const vec4 c1 = vec4( 1, 0.0425, 1.04 , -0.04 );
vec4 r = roughness * c0 + c1;
float a004 = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y;
vec2 ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw;
return ScaleBias;
}
#define PBR_USE_GGX_APPROX 1
vec2 getGGX( vec2 brdfPoint )
{
#if PBR_USE_GGX_APPROX
return getGGXApprox( brdfPoint);
#else
return texture2D(GGXLUT, brdfPoint).rg; // TODO: use GGXLUT
#endif
}
// Reference: float getRangeAttenuation(float range, float distance)
float getLightAttenuationPointSpot(float range, float distance)
{
#if 1
return distance;
#else
float range2 = pow(range, 2.0);
// support negative range as unlimited
if (range <= 0.0)
{
return 1.0 / range2;
}
return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2;
#endif
}
vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance)
{
float rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance);
return rangeAttenuation * lightColor;
}
float getLightAttenuationSpot(vec3 spotDirection)
{
return 1.0;
}
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v)
{
float spotAttenuation = getLightAttenuationSpot(-v);
return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance );
}
// NOTE: This is different from the GGX texture
float D_GGX( float nh, float alphaRough )
{
float rough2 = alphaRough * alphaRough;
float f = (nh * nh) * (rough2 - 1.0) + 1.0;
return rough2 / (M_PI * f * f);
}
// NOTE: This is different from the GGX texture
float V_GGX( float nl, float nv, float alphaRough )
{
float rough2 = alphaRough * alphaRough;
float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2);
float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2);
float ggx = ggxv + ggxl;
if (ggx > 0.0)
{
return 0.5 / ggx;
}
return 0.0;
}
void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight )
{
float metal = packedORM.b;
c_diff = mix(diffuse.rgb, vec3(0), metal);
float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
reflect0 = vec3(0.04); // -> incidence reflectance 0.04
reflect0 = mix( reflect0, diffuse.rgb, metal); // reflect at 0 degrees
reflect90 = vec3(1); // reflect at 90 degrees
specWeight = 1.0;
float perceptualRough = packedORM.g;
alphaRough = perceptualRough * perceptualRough;
}
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh )
{
return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * (c_diff / M_PI);
}
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh )
{
vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh );
float vis = V_GGX( nl, nv, alphaRough );
float d = D_GGX( nh, alphaRough );
return specWeight * fresnel * vis * d;
}
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