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/**
* @file pbropaqueF.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]*/
uniform sampler2D diffuseMap; //always in sRGB space
uniform float metallicFactor;
uniform float roughnessFactor;
uniform vec3 emissiveColor;
uniform sampler2D bumpMap;
uniform sampler2D emissiveMap;
uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
out vec4 frag_data[4];
VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec3 vary_normal;
VARYING vec3 vary_tangent;
flat in float vary_sign;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
uniform mat3 normal_matrix;
void main()
{
// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
// else
vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba;
if (albedo.a < minimum_alpha)
{
discard;
}
vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb);
// from mikktspace.com
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 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
// RGB = Occlusion, Roughness, Metal
// default values, see LLViewerTexture::sDefaultPBRORMImagep
// occlusion 1.0
// roughness 0.0
// metal 0.0
vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb;
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
//spec.rgb = vec3(1,1,0);
//col = vec3(0,0,0);
//emissive = vary_tangent.xyz*0.5+0.5;
//emissive = vec3(sign*0.5+0.5);
//emissive = vNt * 0.5 + 0.5;
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = vec4(col, 0.0); // Diffuse
frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal.
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive
}
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