summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
blob: a7dc5f22c86538fd3eed96f3469e9b52a06adc24 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
/** 
 * @file class1\deferred\pbralphaF.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]*/

#define DIFFUSE_ALPHA_MODE_NONE     0
#define DIFFUSE_ALPHA_MODE_BLEND    1
#define DIFFUSE_ALPHA_MODE_MASK     2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3

uniform sampler2D diffuseMap;  //always in sRGB space
uniform sampler2D bumpMap;
uniform sampler2D emissiveMap;
uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness

uniform float metallicFactor;
uniform float roughnessFactor;
uniform vec3 emissiveColor;

#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
uniform sampler2DRect lightMap;
#endif

uniform int sun_up_factor;
uniform vec3 sun_dir;
uniform vec3 moon_dir;

#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
  #ifdef DEFINE_GL_FRAGCOLOR
    out vec4 frag_color;
  #else
    #define frag_color gl_FragColor
  #endif
#else
  #ifdef DEFINE_GL_FRAGCOLOR
    out vec4 frag_data[4];
  #else
    #define frag_data gl_FragData
  #endif
#endif

#ifdef HAS_SHADOW
  VARYING vec3 vary_fragcoord;
  uniform vec2 screen_res;
#endif

VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_normal;
VARYING vec3 vary_tangent;
flat in float vary_sign;


#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
#endif

// Lights
// See: LLRender::syncLightState()
uniform vec4 light_position[8];
uniform vec3 light_direction[8]; // spot direction
uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
uniform vec3 light_diffuse[8];
uniform vec2 light_deferred_attenuation[8]; // light size and falloff

vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);

// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
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);

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);
vec2 getGGX( vec2 brdfPoint );
void initMaterial( vec3 diffuse, vec3 packedORM,
        out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, 
        vec3 pos, vec3 norm, float glossiness, float envIntensity);

void pbrDirectionalLight(inout vec3 colorDiffuse,
    inout vec3 colorSpec,
    vec3 sunlit,
    float scol,
    vec3 reflect0,
    vec3 reflect90,
    vec3 c_diff,
    float alphaRough,
    float vh,
    float nl,
    float nv,
    float nh);

void pbrIbl(out vec3 colorDiffuse, // diffuse color output
            out vec3 colorSpec, // specular color output,
            vec3 radiance, // radiance map sample
            vec3 irradiance, // irradiance map sample
            float ao,       // ambient occlusion factor
            float nv,
            float perceptualRough, // roughness factor
            float gloss,        // 1.0 - roughness factor
            vec3 reflect0,
            vec3 c_diff);

// lp = light position
// la = linear attenuation, light radius
// fa = falloff
// See: LLRender::syncLightState()
vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff,
    vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln,
    float lightSize, float lightFalloff, float is_pointlight, float ambiance)
{
    vec3 intensity = vec3(0);

    vec3 lv = lp.xyz - p;
    vec3  h, l;
    float nh, nl, nv, vh, lightDist;
    calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist);

    float dist = lightDist/lightSize;

    if (dist <= 1.0 && nl > 0.0)
    {
        float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff);

        float specWeight = 1.0;

        lv = normalize(lv);
        float spot = max(dot(-ln, lv), is_pointlight);
        nl *= spot * spot;

        if (nl > 0.0)
        {
            vec3 color = vec3(0);
            intensity = dist_atten * nl * lightColor; 
            color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh);
            color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
            return color;
        }
    }
    return intensity;
}

void main()
{
    vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir;
    vec3  pos         = vary_position;

    float scol = 1.0;
    float ambocc = 1.0;

    vec3 sunlit;
    vec3 amblit;
    vec3 additive;
    vec3 atten;
    calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);

// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
//    vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
// else
    vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba;
    albedo.rgb = srgb_to_linear(albedo.rgb);
#ifdef HAS_ALPHA_MASK
    if (albedo.a < minimum_alpha)
    {
        discard;
    }
#endif

    vec3 base = vertex_color.rgb * albedo.rgb;

    vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
    float sign = vary_sign;
    vec3 vN = vary_normal;
    vec3 vT = vary_tangent.xyz;
    
    vec3 vB = sign * cross(vN, vT);
    vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );

    norm *= gl_FrontFacing ? 1.0 : -1.0;

#ifdef HAS_SHADOW
    vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
    frag *= screen_res;
    scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif

    // RGB = Occlusion, Roughness, Metal
    // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in
    //   occlusion 1.0
    //   roughness 0.0
    //   metal     0.0
    vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb;  // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp

    packedORM.g *= roughnessFactor;
    packedORM.b *= metallicFactor;

    // emissiveColor is the emissive color factor from GLTF and is already in linear space
    vec3 colorEmissive = emissiveColor;
    // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
    colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);

    vec3 colorDiffuse     = vec3(0);
    vec3 colorSpec        = vec3(0);

    float IOR             = 1.5;         // default Index Of Refraction 1.5 (dielectrics)
    float ao              = packedORM.r;
    float perceptualRough = packedORM.g;
    float metal           = packedORM.b;

    vec3  v               = -normalize(vary_position.xyz);
    vec3  n               = norm.xyz;

    vec3  h, l;
    float nh, nl, nv, vh, lightDist;
    calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);

    vec3 c_diff, reflect0, reflect90;
    float alphaRough, specWeight;
    initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );

    float gloss      = 1.0 - perceptualRough;
    vec3  irradiance = vec3(0);
    vec3  radiance  = vec3(0);
    vec3  legacyenv = vec3(0);
    sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
    irradiance       = max(amblit,irradiance) * ambocc;

    pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
    
    // Sun/Moon Lighting
    if (nl > 0.0 || nv > 0.0)
    {
        pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh);
    }

    vec3 col = colorDiffuse + colorEmissive + colorSpec;
    
    vec3 light = vec3(0);

    // Punctual lights
#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \
                    reflect0, \
                     reflect90, \
                     alphaRough, \
                     c_diff, \
                     light_diffuse[i].rgb, \
                     base.rgb, \
                     pos.xyz, \
                     v, \
                     n, \
                     light_position[i], \
                     light_direction[i].xyz, \
                     light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \
                     light_attenuation[i].z, light_attenuation[i].w );

    LIGHT_LOOP(1)
    LIGHT_LOOP(2)
    LIGHT_LOOP(3)
    LIGHT_LOOP(4)
    LIGHT_LOOP(5)
    LIGHT_LOOP(6)
    LIGHT_LOOP(7)

    col.rgb += light.rgb;

    col.rgb = linear_to_srgb(col.rgb);
    col *= atten.r;
    col += 2.0*additive;
    col  = scaleSoftClipFrag(col);

    frag_color = vec4(col,albedo.a * vertex_color.a);
}