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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 PBR_USE_ATMOS 1
#define PBR_USE_IBL 1
#define PBR_USE_SUN 1
#define PBR_USE_LINEAR_ALBEDO 1
#define PBR_USE_DEFAULT_IRRADIANCE 0 // PBR: irradiance, skins/default/textures/default_irradiance.png
#define PBR_USE_IRRADIANCE_HACK 1
#define DEBUG_PBR_LIGHT_TYPE 0 // Output no global light to make it easier to see pointLight and spotLight
#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
#define DEBUG_PBR_SPECLIGHT051 0 // Force specLigh to be 0,0.5,1
// Pass input through "as is"
#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
#define DEBUG_PBR_METAL 0 // Output: grayscale Metal map
#define DEBUG_PBR_NORMAL_MAP 0 // Output: Normal -- also need to set DEBUG_NORMAL_MAP in pbropaqueF
#define DEBUG_PBR_OCCLUSION 0 // Output: grayscale Occlusion map
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughness map
#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
#define DEBUG_PBR_TANGENT 0 // Output: Tangent
#define DEBUG_PBR_BITANGENT 0 // Output: Bitangent
#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera)
#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
// IBL Spec
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output)
#define DEBUG_PBR_BRDF_SCALE_ONLY 0 // Output: grayscale BRDF Scale
#define DEBUG_PBR_BRDF_BIAS_ONLY 0 // Output: grayscale BRDER Bias
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#define DEBUG_PBR_KSPEC 0 // Output: K spec
#define DEBUG_PBR_REFLECTION_DIR 0 // Output: reflection dir
#define DEBUG_PBR_SPEC_IBL 0 // Output: IBL specularity
#define DEBUG_PBR_SPEC_LEGACY 0 // Output: legacyenv
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection
#define DEBUG_PBR_FSS_ESS_GGX 0 // Output: FssEssGGX
#define DEBUG_PBR_SPEC 0 // Output: Final spec
// IBL Diffuse
#define DEBUG_PBR_DIFFUSE_C 0 // Output: diffuse non metal mix
#define DEBUG_PBR_IRRADIANCE_RAW 0 // Output: Diffuse Irradiance pre-mix
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance, NOTE: SSAO is factored in
#define DEBUG_PBR_FSS_ESS_LAMBERT 0 // Output: FssEssLambert
#define DEBUG_PBR_EMS 0 // Output: Ems = (1 - BRDF Scale + BRDF Bias)
#define DEBUG_PBR_AVG 0 // Output: Avg
#define DEBUG_PBR_FMS_EMS 0 // Output: FmsEms
#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms
#define DEBUG_PBR_DIFFUSE_PRE_AO 0 // Output: diffuse pre AO
#define DEBUG_PBR_DIFFUSE 0 // Output: diffuse post AO
// Atmospheric Lighting
#define DEBUG_PBR_AMBENV 0 // Output: ambient environment
#define DEBUG_PBR_AMBOCC 0 // Output: ambient occlusion
#define DEBUG_PBR_DA_RAW 0 // Output: da pre pow()
#define DEBUG_PBR_DA_POW 0 // Output: da post pow()
#define DEBUG_PBR_SUN_LIT 0 // Ouput: sunlit
#define DEBUG_PBR_SUN_CONTRIB 0 // Output: sun_contrib
#define DEBUG_PBR_SKY_ADDITIVE 0 // Output: additive
#define DEBUG_PBR_SKY_ATTEN 0 // Output: greyscale atten.r
// Sun
#define DEBUG_PBR_SUN_FULL_BRIGHT 0 // Sunlit color = <1,1,1>
#define DEBUG_PBR_SUN_OUT_DIFFUSE 0 // Final sun diffuse : intensity * nl * diffuse
#define DEBUG_PBR_SUN_OUT_SPECULAR 0 // Final sun specular: intensity * nl * specular
#define DEBUG_PBR_SUN_LAMBERT 0 // BRDF Diffuse: Lambertian Diffuse color
#define DEBUG_PBR_SUN_LAMBERT_NL 0 // BRDF Diffuse: nl * Lambertian Diffuse color
#define DEBUG_PBR_SUN_H 0 // Half Vector
#define DEBUG_PBR_SUN_L 0 // Light Vector
#define DEBUG_PBR_SUN_V 0 // Surface to Light Vector
#define DEBUG_PBR_SUN_NH 0 // dot(n,h)
#define DEBUG_PBR_SUN_NL 0 // dot(n,l)
#define DEBUG_PBR_SUN_NV 0 // dot(n,v)
#define DEBUG_PBR_SUN_VH 0 // dot(v,h)
#define DEBUG_PBR_SUN_REFLECT0 0 // reflect0 only
#define DEBUG_PBR_SUN_SPEC_FRESNEL 0 // Fresnel
#define DEBUG_PBR_SUN_SPEC_D 0 // D(h)
#define DEBUG_PBR_SUN_SPEC_V 0 // V(l,v,h)
#define DEBUG_PBR_SUN_SPEC_DF 0 // D() * F()
#define DEBUG_PBR_SUN_SPEC_DV 0 // D() * V()
#define DEBUG_PBR_SUN_SPEC_FV 0 // F() * V()
#define DEBUG_PBR_SUN_SPEC_DFV 0 // D() * F() * V()
#define DEBUG_PBR_SUN_SPEC_NL_DFV 0 // nl * D() * F() * V()
#define DEBUG_PBR_IOR 0 // Output: grayscale IOR
#define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior
#define DEBUG_PBR_REFLECT0_MIX 0 // Output: diffuse reflect0 calculated from ior
#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED
#define DEBUG_PBR_SPEC_WEIGHT 0 // Output: specWeight
#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1])
#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);
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float calcF0(float ior);
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 getAmbientClamp();
vec2 getGGX( vec2 brdfPoint );
void initMaterial( vec3 diffuse, vec3 packedORM,
out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
// reflection probe interface
void sampleReflectionProbes(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);
// Debug Utils
vec3 BRDFDiffuse(vec3 color);
vec3 colorize_dot(float x);
vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh);
float D_GGX( float nh, float alphaRough );
float V_GGX( float nl, float nv, float alphaRough );
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
uniform vec3 view_dir; // PBR
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float light_gamma = 1.0 / 1.3;
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR sRGB Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
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;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
//vec3 amb_vec = env_mat * norm.xyz;
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR);
if (hasPBR)
{
// 5.22.2. material.pbrMetallicRoughness.baseColorTexture
// The first three components (RGB) MUST be encoded with the sRGB transfer function.
//
// 5.19.7. material.emissiveTexture
// This texture contains RGB components encoded with the sRGB transfer function.
//
// 5.22.5. material.pbrMetallicRoughness.metallicRoughnessTexture
// These values MUST be encoded with a linear transfer function.
vec3 colorDiffuse = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 colorSpec = vec3(0);
// vec3 colorClearCoat = vec3(0);
// vec3 colorSheen = vec3(0);
// vec3 colorTransmission = vec3(0);
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
#if DEBUG_PBR_PACK_ORM0
packedORM = vec3(0,0,0);
#endif
#if DEBUG_PBR_PACK_ORM1
packedORM = vec3(1,1,1);
#endif
float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
#if DEBUG_PBR_REFLECT0_BASE
vec3 debug_reflect0 = vec3(calcF0(IOR));
#endif
float ao = packedORM.r;
float metal = packedORM.b;
vec3 v = -normalize(pos.xyz);
#if DEBUG_PBR_VERT2CAM1
v = vec3(0,0,1);
#endif
vec3 n = norm.xyz;
// vec3 t = texture2DRect(tangentMap, tc).rgb;
#if DEBUG_PBR_TANGENT1
vec3 t = vec3(1,0,0);
#endif
vec3 b = cross( n,t);
vec3 reflectVN = normalize(reflect(-v,n));
vec3 h, l;
float nh, nl, nv, vh, lightDist;
calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
float tv = clamp(dot(t,v),0,1);
float bv = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
#if PBR_USE_LINEAR_ALBEDO
vec3 base = diffuse.rgb;
#else
vec3 base = linear_to_srgb(diffuse.rgb);
#endif
float perceptualRough = packedORM.g; // NOTE: do NOT clamp here to be consistent with Blender, Blender is wrong and Substance is right
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
#if DEBUG_PBR_REFLECTANCE
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif
// Common to RadianceGGX and RadianceLambertian
vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
// Reference: getIBLRadianceGGX
// https://forum.substance3d.com/index.php?topic=3243.0
// Glossiness
// This map is the inverse of the roughness map.
vec3 irradiance = vec3(0);
vec3 specLight = vec3(0);
float gloss = 1.0 - perceptualRough;
sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
#if DEBUG_PBR_IRRADIANCE_RAW
vec3 debug_irradiance = irradiance;
#endif
#if PBR_USE_DEFAULT_IRRADIANCE
vec2 iruv = vec2(0.5f + 0.5f * atan(reflectVN.z, reflectVN.x) / M_PI, 1.f - acos(reflectVN.y) / M_PI);
irradiance = texture2D(altDiffuseMap, iruv).rgb * ambocc;
#endif
#if PBR_USE_IRRADIANCE_HACK
irradiance = max(amblit,irradiance) * ambocc;
#endif
specLight = srgb_to_linear(specLight);
#if DEBUG_PBR_SPECLIGHT051
specLight = vec3(0,0.5,1.0);
irradiance = specLight;
#endif
#if HAS_IBL
kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor);
#endif
vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
#if DEBUG_PBR_SPEC_IBL
vec3 debug_color_spec = specWeight * specLight * FssEssGGX;
#endif
#if PBR_USE_IBL
colorSpec += specWeight * specLight * FssEssGGX;
#endif
// Reference: getIBLRadianceLambertian
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
float Ems = 1.0 - (vScaleBias.x + vScaleBias.y);
vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
vec3 AvgEms = avg * Ems;
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms);
#if PBR_USE_IBL
colorDiffuse += (FmsEms + kDiffuse) * irradiance;
#endif
#if DEBUG_PBR_DIFFUSE_PRE_AO
vec3 debug_diffuse = colorDiffuse;
#endif
colorDiffuse *= ao; // Occlusion -- NOTE: pbropaque will need occlusion_strength pre-multiplied into spec.r
colorSpec *= ao;
// Add in sun/moon reflection
if (nl > 0.0 || nv > 0.0)
{
float scale = 4.9;
vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
#if DEBUG_PBR_SUN_FULL_BRIGHT
sunColor = vec3(1);
#endif
// scol = sun shadow
vec3 intensity = ambocc * sunColor * nl * scol;
#if PBR_USE_LINEAR_ALBEDO
vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
#else
vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
#endif
// Disabling PBR bloom due to two reasons:
// 1. The glTF 2.0 Specification does not specify bloom,
// 2. As the camera moves there are lots of bloom shimmering.
//bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);
#if DEBUG_PBR_SUN_SPEC_FRESNEL
colorDiffuse = vec3(0);
colorSpec = fresnelSchlick( reflect0, reflect90, vh );
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_D
colorDiffuse = vec3(0);
colorSpec = vec3(D_GGX( nh, alphaRough ));
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_V
colorDiffuse = vec3(0);
colorSpec = vec3(V_GGX( nl, nv, alphaRough ));
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_DF
colorDiffuse = vec3(0);
colorSpec = fresnelSchlick( reflect0, reflect90, vh );
colorSpec *= D_GGX( nh, alphaRough );
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_DV
colorDiffuse = vec3(0);
colorSpec = vec3(D_GGX( nh, alphaRough ));
colorSpec *= vec3(V_GGX( nl, nv, alphaRough ));
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_FV
colorDiffuse = vec3(0);
colorSpec = fresnelSchlick( reflect0, reflect90, vh );
colorSpec *= V_GGX( nl, nv, alphaRough );
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_DFV
colorDiffuse = vec3(0);
colorSpec = fresnelSchlick( reflect0, reflect90, vh );
colorSpec *= D_GGX( nh, alphaRough );
colorSpec *= V_GGX( nl, nv, alphaRough );
bloom = 0;
#endif
#if DEBUG_PBR_SUN_SPEC_NL_DFV
colorDiffuse = vec3(0);
colorSpec = nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
#endif
#if DEBUG_PBR_SUN_FINAL
colorDiffuse = nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec = nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
#endif
#if DEBUG_PBR_SUN_OUT_DIFFUSE
colorDiffuse = linear_to_srgb(sunDiffuse);
colorSpec = vec3(0);
bloom = 0.0;
#endif
#if DEBUG_PBR_SUN_OUT_SPECULAR
colorDiffuse = linear_to_srgb(sunSpec);
colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_REFLECT0
colorDiffuse = reflect0;
colorSpec = vec3(0);
#endif
#if PBR_USE_SUN
colorDiffuse += sunDiffuse;
colorSpec += sunSpec;
#endif
}
#if DEBUG_PBR_SUN_LAMBERT
colorDiffuse = BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec = vec3(0);
bloom = 0;
#endif
#if DEBUG_PBR_SUN_LAMBERT_NL
colorDiffuse = nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec = vec3(0);
bloom = 0;
#endif
#if DEBUG_PBR_SUN_H
colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_L
colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_V
colorDiffuse = v*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_NH
colorDiffuse = colorize_dot(nh); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_NL
colorDiffuse = colorize_dot(nl); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_NV
colorDiffuse = colorize_dot(nv); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SUN_VH
colorDiffuse = colorize_dot(vh); colorSpec = vec3(0);
#endif
color.rgb = colorDiffuse + colorEmissive + colorSpec;
#if PBR_USE_ATMOS
color = linear_to_srgb(color);
color *= atten.r;
color += 2.0*additive;
color = scaleSoftClipFrag(color);
color = srgb_to_linear(color);
#endif // PBR_USE_ATMOS
#if DEBUG_PBR_DIFFUSE
color.rgb = colorDiffuse;
#endif
#if DEBUG_PBR_EMISSIVE
color.rgb = colorEmissive;
#endif
#if DEBUG_PBR_METAL
color.rgb = vec3(metal);
#endif
#if DEBUG_PBR_NORMAL_MAP
color.rgb = diffuse.rgb;
#endif
#if DEBUG_PBR_OCCLUSION
color.rgb = vec3(ao);
#endif
#if DEBUG_PBR_ORM
color.rgb = packedORM;
#endif
#if DEBUG_PBR_ROUGH_PERCEPTUAL
color.rgb = vec3(perceptualRough);
#endif
#if DEBUG_PBR_ROUGH_ALPHA
color.rgb = vec3(alphaRough);
#endif
#if DEBUG_PBR_NORMAL
color.rgb = norm.xyz*0.5 + vec3(0.5);
color.rgb = srgb_to_linear(color.rgb);
#endif
#if DEBUG_PBR_TANGENT
color.rgb = t;
#endif
#if DEBUG_PBR_BITANGENT
color.rgb = b;
#endif
#if DEBUG_PBR_DOT_NV
color.rgb = vec3(nv);
#endif
#if DEBUG_PBR_DOT_TV
color.rgb = vec3(tv);
#endif
#if DEBUG_PBR_DOT_BV
color.rgb = vec3(bv);
#endif
#if DEBUG_PBR_AVG
color.rgb = avg;
#endif
#if DEBUG_PBR_BRDF_UV
color.rgb = vec3(brdfPoint,0.0);
color.rgb = linear_to_srgb(color.rgb);
#endif
#if DEBUG_PBR_BRDF_SCALE_BIAS
color.rgb = vec3(vScaleBias,0.0);
#endif
#if DEBUG_PBR_DIFFUSE_C
color.rgb = c_diff;
#endif
#if DEBUG_PBR_BRDF_SCALE_ONLY
color.rgb = vec3(vScaleBias.x);
#endif
#if DEBUG_PBR_BRDF_BIAS_ONLY
color.rgb = vec3(vScaleBias.y);
#endif
#if DEBUG_PBR_DIFFUSE_K
color.rgb = kDiffuse;
#endif
#if DEBUG_PBR_DIFFUSE_MAP
color.rgb = diffuse.rgb;
#endif
#if DEBUG_PBR_DIFFUSE_PRE_AO
color.rgb = debug_diffuse;
#endif
#if DEBUG_PBR_EMS
color.rgb = vec3(Ems);
#endif
#if DEBUG_PBR_EMS_AVG
color.rgb = AvgEms;
#endif
#if DEBUG_PBR_FMS_EMS
color.rgb = FmsEms;
#endif
#if DEBUG_PBR_FSS_ESS_GGX
color.rgb = FssEssGGX; // spec
#endif
#if DEBUG_PBR_FSS_ESS_LAMBERT
color.rgb = FssEssLambert; // diffuse
#endif
#if DEBUG_PBR_FRESNEL
color.rgb = fresnelR;
#endif
#if DEBUG_PBR_IOR
color.rgb = vec3(IOR);
#endif
#if DEBUG_PBR_IRRADIANCE_RAW
color.rgb = debug_irradiance;
bloom = 0;
#endif
#if DEBUG_PBR_IRRADIANCE
color.rgb = irradiance;
bloom = 0;
#endif
#if DEBUG_PBR_KSPEC
color.rgb = kSpec;
#endif
#if DEBUG_PBR_REFLECT0_BASE
color.rgb = vec3(debug_reflect0);
#endif
#if DEBUG_PBR_REFLECT0_MIX
color.rgb = vec3(reflect0);
#endif
#if DEBUG_PBR_REFLECTANCE
color.rgb = vec3(reflectance);
#endif
#if DEBUG_PBR_REFLECTION_DIR
color.rgb = reflect(-v, n); // NOTE: equivalent to normalize(reflect(pos.xyz, norm.xyz));
#endif
#if DEBUG_PBR_SPEC
color.rgb = colorSpec;
#endif
#if DEBUG_PBR_SPEC_REFLECTION
color.rgb = specLight;
#endif
#if DEBUG_PBR_SPEC_WEIGHT
color.rgb = vec3(specWeight);
#endif
#if DEBUG_PBR_V2C_RAW
color.rgb = v;
#endif
#if DEBUG_PBR_V2C_REMAP
color.rgb = v*0.5 + vec3(0.5);
#endif
#if DEBUG_PBR_DA_RAW
color.rgb = vec3(debug_da);
#endif
#if DEBUG_PBR_DA_POW
color.rgb = vec3(da);
#endif
#if DEBUG_PBR_SKY_ADDITIVE
color.rgb = additive;
#endif
#if DEBUG_PBR_SKY_ATTEN
color.rgb = vec3(atten.r);
#endif
#if DEBUG_PBR_SUN_LIT
color.rgb = sunlit;
#endif
#if DEBUG_PBR_SUN_CONTRIB
color.rgb = sun_contrib;
#endif
#if DEBUG_PBR_LIGHT_TYPE
color.rgb = vec3(0);
#endif
frag_color.rgb = color.rgb; // PBR is done in linear
}
else
{
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
#if DEBUG_PBR_DA_RAW
float debug_da = da;
#endif
da = pow(da, light_gamma);
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
amblit = max(ambenv, amblit);
color.rgb = amblit*ambocc;
//float ambient = min(abs(dot(norm.xyz, sun_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 = min(color.rgb, vec3(1,1,1));
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;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
// add reflection map - EXPERIMENTAL WORK IN PROGRESS
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
//fudge darker
legacyenv *= 0.5*diffuse.a+0.5;
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
#if DEBUG_PBR_LIGHT_TYPE
color.rgb = vec3(0);
#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
//color = ambenv;
//color.b = diffuse.a;
frag_color.rgb = srgb_to_linear(color.rgb);
}
#if DEBUG_PBR_AMBOCC
frag_color.rgb = vec3(ambocc);
#endif
#if DEBUG_PBR_AMBENV
frag_color.rgb = ambenv;
#endif
frag_color.a = bloom;
}
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