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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]*/
#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
#define DEBUG_BASIC 0
#define DEBUG_VERTEX 0
#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse
#define DEBUG_POSITION 0
uniform sampler2D diffuseMap; //always in sRGB space
uniform float metallicFactor;
uniform float roughnessFactor;
uniform vec3 emissiveColor;
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_EMISSIVE_MAP
uniform sampler2D emissiveMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
#endif
uniform samplerCube environmentMap;
uniform mat3 env_mat;
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[4];
#else
#define frag_data gl_FragData
#endif
VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_normal;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#endif
#ifdef HAS_SPECULAR_MAP
VARYING vec2 vary_texcoord2;
#endif
vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
const float M_PI = 3.141592653589793;
void main()
{
// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
// else
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
// vec3 tnorm = vary_normal;
vec3 tnorm = vec3(0,0,1);
#endif
tnorm = normalize(tnorm.xyz);
norm.xyz = normalize(tnorm.xyz);
// RGB = Occlusion, Roughness, Metal
// default values
// occlusion ?
// roughness 1.0
// metal 1.0
#ifdef HAS_SPECULAR_MAP
vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb;
#else
vec3 spec = vec3(1,1,1);
#endif
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
#ifdef HAS_EMISSIVE_MAP
emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
#endif
#if DEBUG_PBR_LIGHT_TYPE
col.rgb = vec3(0.75);
emissive = vec3(0);
spec.rgb = vec3(0);
#endif
#if DEBUG_BASIC
col.rgb = vec3( 1, 0, 1 );
#endif
#if DEBUG_VERTEX
col.rgb = vertex_color.rgb;
#endif
#if DEBUG_NORMAL_MAP
col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb;
#endif
#if DEBUG_NORMAL_OUT
col.rgb = vary_normal;
#endif
#if DEBUG_POSITION
col.rgb = vary_position.xyz;
#endif
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = vec4(col, 0.0); // Diffuse
frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal.
}
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