summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
blob: 34d86b614720a23ca710817821360380d62e0342 (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
303
/**
 * @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]*/

#ifndef IS_HUD

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 sampler2D lightMap;
#endif

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

out vec4 frag_color;

in vec3 vary_fragcoord;

#ifdef HAS_SUN_SHADOW
  uniform vec2 screen_res;
#endif

in vec3 vary_position;

in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;

in vec4 vertex_color;

in vec3 vary_normal;
in 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);

void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);

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);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);

void waterClip(vec3 pos);

void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);

vec3 pbrBaseLight(vec3 diffuseColor,
                  vec3 specularColor,
                  float metallic,
                  vec3 pos,
                  vec3 norm,
                  float perceptualRoughness,
                  vec3 light_dir,
                  vec3 sunlit,
                  float scol,
                  vec3 radiance,
                  vec3 irradiance,
                  vec3 colorEmissive,
                  float ao,
                  vec3 additive,
                  vec3 atten);

vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
                    float perceptualRoughness,
                    float metallic,
                    vec3 n, // normal
                    vec3 v, // surface point to camera
                    vec3 l); //surface point to light

vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
                    float perceptualRoughness,
                    float metallic,
                    vec3 n, // normal
                    vec3 p, // pixel position
                    vec3 v, // view vector (negative normalized pixel position)
                    vec3 lp, // light position
                    vec3 ld, // light direction (for spotlights)
                    vec3 lightColor,
                    float lightSize, float falloff, float is_pointlight, float ambiance)
{
    vec3 color = vec3(0,0,0);

    vec3 lv = lp.xyz - p;

    float lightDist = length(lv);

    float dist = lightDist / lightSize;
    if (dist <= 1.0)
    {
        lv /= lightDist;

        float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);

        // spotlight coefficient.
        float spot = max(dot(-ld, lv), is_pointlight);
        // spot*spot => GL_SPOT_EXPONENT=2
        float spot_atten = spot*spot;

        vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials

        color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
    }

    return color;
}

void main()
{
    vec3 color = vec3(0,0,0);

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

    waterClip(pos);

    vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
    basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
    if (basecolor.a < minimum_alpha)
    {
        discard;
    }
#endif

    vec3 col = vertex_color.rgb * basecolor.rgb;

    vec3 vNt = texture(bumpMap, normal_texcoord.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;

    float scol = 1.0;
    vec3 sunlit;
    vec3 amblit;
    vec3 additive;
    vec3 atten;
    calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);

    vec3 sunlit_linear = srgb_to_linear(sunlit);

    vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;

#ifdef HAS_SUN_SHADOW
    scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif

    vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space

    float perceptualRoughness = orm.g * roughnessFactor;
    float metallic = orm.b * metallicFactor;
    float ao = orm.r;

    // 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(texture(emissiveMap, emissive_texcoord.xy).rgb);

    // PBR IBL
    float gloss      = 1.0 - perceptualRoughness;
    vec3  irradiance = vec3(0);
    vec3  radiance  = vec3(0);
    sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);

    vec3 diffuseColor;
    vec3 specularColor;
    calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);

    vec3 v = -normalize(pos.xyz);

    color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);

    vec3 light = vec3(0);

    // Punctual lights
#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, 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)

    color.rgb += light.rgb;

    color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;

    float a = basecolor.a*vertex_color.a;

    frag_color = max(vec4(color.rgb,a), vec4(0));
}

#else

uniform sampler2D diffuseMap;  //always in sRGB space
uniform sampler2D emissiveMap;

uniform vec3 emissiveColor;

out vec4 frag_color;

in vec3 vary_position;

in vec2 base_color_texcoord;
in vec2 emissive_texcoord;

in vec4 vertex_color;

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

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


void main()
{
    vec3 color = vec3(0,0,0);

    vec3  pos         = vary_position;

    vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
    basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
    if (basecolor.a < minimum_alpha)
    {
        discard;
    }
#endif

    color = vertex_color.rgb * basecolor.rgb;

    // 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(texture(emissiveMap, emissive_texcoord.xy).rgb);


    float a = basecolor.a*vertex_color.a;
    color += colorEmissive;

    color = linear_to_srgb(color);
    frag_color = max(vec4(color.rgb,a), vec4(0));
}

#endif