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/**
* @file class3/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
#define FLT_MAX 3.402823466e+38
#define REFMAP_COUNT 256
#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png
const float M_PI = 3.14159265;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
uniform sampler2DRect lightMap;
#endif
uniform sampler2DRect depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFragLinear(vec3 l);
vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten);
// reflection probe interface
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec3 pos, vec3 norm, float glossiness);
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,
vec3 pos, vec3 norm, float glossiness, float envIntensity);
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
// PBR interface
vec3 pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
float perceptualRoughness);
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
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
#else
float scol = 1.0;
float ambocc = 1.0;
#endif
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
norm.xyz = getNorm(tc);
vec3 orm = texture2DRect(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r * ambocc;
vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
irradiance = max(amblit*0.75,irradiance);
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
vec3 v = -normalize(pos.xyz);
float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit * 2.75 * scol;
color.rgb += colorEmissive*0.5;
color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
color = atmosFragLightingLinear(color, additive, atten);
color = scaleSoftClipFragLinear(color);
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
//should only be true of WL sky, just port over diffuse value
color = srgb_to_linear(diffuse.rgb);
}
else
{
// legacy shaders are still writng sRGB to gbuffer
diffuse.rgb = srgb_to_linear(diffuse.rgb);
spec.rgb = srgb_to_linear(spec.rgb);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
// use sky settings ambient or irradiance map sample, whichever is brighter
color = max(amblit, ambenv*ambocc);
float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
if (spec.a > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
color.rgb += spec_contrib;
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
color = scaleSoftClipFragLinear(color);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
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