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
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
|
/**
* @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 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_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
#define DEBUG_PBR_METAL 0 // Output: grayscale Metal map
#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 Roughenss map
#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_DIFFUSE_MAP 1, and in pbropaqueF set DEBUG_NORMAL_RAW
#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_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output)
#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms
#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_FE_GGX 0 // Output: FssEssGGX
#define DEBUG_PBR_FE_LAMBERT 0 // Output: FssEssLambert
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#define DEBUG_PBR_IOR 0 // Output: grayscale IOR
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_KSPEC 0 // Output: K spec
#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 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection
#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
#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;
#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 calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
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);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
uniform vec3 view_dir; // PBR
// Approximate Environment BRDF
vec2 getGGXApprox( vec2 uv )
{
vec2 st = vec2(1.) - uv;
float d = (st.x * st.x * 0.5) * (st.y * st.y);
float scale = 1.0 - d;
float bias = d;
return vec2( scale, bias );
}
vec2 getGGX( vec2 brdfPoint )
{
// TODO: use GGXLUT
// texture2D(GGXLUT, brdfPoint).rg;
return getGGXApprox( brdfPoint);
}
vec3 calcBaseReflect0(float ior)
{
vec3 reflect0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));
return reflect0;
}
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 da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
#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)
{
vec3 colorDiffuse = vec3(0);
vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
vec3 colorSpec = vec3(0);
// vec3 colorClearCoat = vec3(0);
// vec3 colorSheen = vec3(0);
// vec3 colorTransmission = vec3(0);
vec3 packedORM = spec.rgb; // Packed: Occlusion Roughness Metal
#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)
vec3 reflect0 = vec3(0.04); // -> incidence reflectance 0.04
#if HAS_IOR
reflect0 = calcBaseReflect0(IOR);
#endif
#if DEBUG_PBR_REFLECT0_BASE
vec3 debug_reflect0 = reflect0;
#endif
float metal = packedORM.b;
vec3 reflect90 = vec3(0);
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));
float dotNV = clamp(dot(n,v),0,1);
float dotTV = clamp(dot(t,v),0,1);
float dotBV = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
float perceptualRough = packedORM.g;
float alphaRough = perceptualRough * perceptualRough;
vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal);
reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees
reflect90 = vec3(1); // reflect at 90 degrees
#if DEBUG_PBR_REFLECTANCE
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif
// Common to RadianceGGX and RadianceLambertian
float specWeight = 1.0;
vec2 brdfPoint = clamp(vec2(dotNV, 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 - dotNV, 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 HAS_IBL
kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor);
#endif
vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
colorSpec += specWeight * specLight * FssEssGGX;
// 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 = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
colorDiffuse += (FmsEms + kDiffuse) * irradiance;
colorDiffuse *= packedORM.r; // Occlusion -- NOTE: pbropaque will need occlusion_strength pre-multiplied into spec.r
color.rgb = colorDiffuse + colorEmissive + colorSpec;
#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_OCCLUSION
color.rgb = vec3(packedORM.r);
#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;
#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(dotNV);
#endif
#if DEBUG_PBR_DOT_TV
color.rgb = vec3(dotTV);
#endif
#if DEBUG_PBR_DOT_BV
color.rgb = vec3(dotBV);
#endif
#if DEBUG_PBR_BRDF_UV
color.rgb = vec3(brdfPoint,0.0);
#endif
#if DEBUG_PBR_BRDF_SCALE_BIAS
color.rgb = vec3(vScaleBias,0.0);
#endif
#if DEBUG_PBR_DIFFUSE_K
color.rgb = kDiffuse;
#endif
#if DEBUG_PBR_DIFFUSE_MAP
color.rgb = diffuse.rgb;
#endif
#if DEBUG_PBR_FE_GGX
color.rgb = FssEssGGX; // spec
#endif
#if DEBUG_PBR_FE_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
color.rgb = irradiance;
#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_SPEC
color.rgb = colorSpec;
#endif
#if DEBUG_PBR_SPEC_REFLECTION
color.rgb = specLight;
#endif
#if DEBUG_PBR_V2C_RAW
color.rgb = v;
#endif
#if DEBUG_PBR_V2C_REMAP
color.rgb = v*0.5 + vec3(0.5);
#endif
}
else
{
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
}
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
//color = vec3(ambocc);
//color = ambenv;
//color.b = diffuse.a;
frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = bloom;
}
|