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/**
* @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);
}
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