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
|
/**
* @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 sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
const float M_PI = 3.14159265;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
uniform sampler2D lightMap;
#endif
uniform sampler2D 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 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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,
vec2 tc, vec3 pos, vec3 norm, float glossiness);
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, 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);
float getDepth(vec2 pos_screen);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
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
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2D(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec4 baseColor = texture2D(diffuseRect, tc);
vec4 spec = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
#endif
#if defined(HAS_SUN_SHADOW)
float scol = max(scol_ambocc.r, baseColor.a);
#else
float scol = 1.0;
#endif
#if defined(HAS_SSAO)
float ambocc = scol_ambocc.g;
#else
float ambocc = 1.0;
#endif
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = texture2D(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r * ambocc;
vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss);
// Take maximium of legacy ambient vs irradiance sample as irradiance
// NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
irradiance = max(amblit,irradiance);
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
//should only be true of WL sky, just port over base color value
color = srgb_to_linear(baseColor.rgb);
}
else
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = srgb_to_linear(baseColor.rgb);
spec.rgb = srgb_to_linear(spec.rgb);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
vec3 irradiance = vec3(0);
vec3 glossenv = vec3(0);
vec3 legacyenv = vec3(0);
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity);
// use sky settings ambient or irradiance map sample, whichever is brighter
irradiance = max(amblit, irradiance);
// apply lambertian IBL only (see pbrIbl)
color.rgb = irradiance * ambocc;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= baseColor.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, baseColor.rgb, baseColor.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), baseColor.a);
color = scaleSoftClipFragLinear(color);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(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;
}
|