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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
* $/LicenseInfo$
*/
#define FLT_MAX 3.402823466e+38
out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
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 lightFunc;
#if defined(HAS_SSAO)
uniform float ssao_irradiance_scale;
uniform float ssao_irradiance_max;
#endif
// Inputs
uniform vec4 clipPlane;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec4 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);
// reflection probe interface
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
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);
uniform vec4 waterPlane;
uniform int cube_snapshot;
uniform float sky_hdr_scale;
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);
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 adjustIrradiance(inout vec3 irradiance, float ambocc)
{
// use sky settings ambient or irradiance map sample, whichever is brighter
//irradiance = max(amblit_linear, irradiance);
#if defined(HAS_SSAO)
irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc);
#endif
}
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = getNorm(tc);
vec3 colorEmissive = texture(emissiveRect, tc).rgb;
float envIntensity = colorEmissive.r;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec4 baseColor = texture(diffuseRect, tc);
vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture(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);
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 amblit_linear = amblit;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear);
adjustIrradiance(irradiance, ambocc);
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_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI))
{
// actual HDRI sky, just copy color value
color = colorEmissive.rgb;
}
else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
{
//should only be true of WL sky, port over base color value and scale for fake HDR
color = colorEmissive.rgb;
color = srgb_to_linear(color);
color *= sky_hdr_scale;
}
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, false, amblit_linear);
adjustIrradiance(irradiance, ambocc);
// apply lambertian IBL only (see pbrIbl)
color.rgb = irradiance;
vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
color.rgb *= baseColor.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
if (spec.a > 0.0)
{
vec3 lv = light_dir.xyz;
vec3 h, l, v = -normalize(pos.xyz);
float nh, nl, nv, vh, lightDist;
vec3 n = norm.xyz;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
if (nl > 0.0 && nh > 0.0)
{
float lit = min(nl*6.0, 1.0);
float sa = nh;
float fres = pow(1 - vh, 5) * 0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));
scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;
}
// 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);
}
}
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
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