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path: root/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
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/** 
 * @file class3\deferred\spotLightF.glsl
 *
 * $LicenseInfo:firstyear=2022&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2022, 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
 * $/LicenseInfo$
 */
 
/*[EXTRA_CODE_HERE]*/

out vec4 frag_color;

uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;

uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod;  //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;

uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;

// Light params
#if defined(MULTI_SPOTLIGHT)
uniform vec3 center;
#else
in vec3 trans_center;
#endif
uniform float size;
uniform vec3 color;
uniform float falloff;

in vec4 vary_fragcoord;
uniform vec2 screen_res;

uniform mat4 inv_proj;

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 calcLegacyDistanceAttenuation(float distance, float falloff);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);

vec4 getPosition(vec2 pos_screen);

const float M_PI = 3.14159265;

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()
{
    vec3 final_color = vec3(0,0,0);
    vec2 tc          = getScreenCoord(vary_fragcoord);
    vec3 pos         = getPosition(tc).xyz;

    vec3 lv;
    vec4 proj_tc;
    float dist, l_dist;
    vec3 c;
#if defined(MULTI_SPOTLIGHT)
    c = center;
#else
    c = trans_center;
#endif

    if (clipProjectedLightVars(c, pos, dist, l_dist, lv, proj_tc))
    {
        discard;
    }

    float shadow = 1.0;
    
    if (proj_shadow_idx >= 0)
    {
        vec4 shd = texture(lightMap, tc);
        shadow = (proj_shadow_idx==0)?shd.b:shd.a;
        shadow += shadow_fade;
        shadow = clamp(shadow, 0.0, 1.0);        
    }

    float envIntensity;
    vec3 n;
    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);

    float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
    if (dist_atten <= 0.0)
    {
        discard;
    }

    lv = proj_origin-pos.xyz;
    vec3  h, l, v = -normalize(pos);
    float nh, nl, nv, vh, lightDist;
    calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);

    vec3 diffuse = texture(diffuseRect, tc).rgb;
    vec4 spec    = texture(specularRect, tc);
    vec3 dlit    = vec3(0, 0, 0);
    vec3 slit    = vec3(0, 0, 0);

    vec3 amb_rgb = vec3(0);

    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
    {
        vec3 colorEmissive = texture(emissiveRect, tc).rgb; 
        vec3 orm = spec.rgb;
        float perceptualRoughness = orm.g;
        float metallic = orm.b;
        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);

        // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
        if (proj_tc.x > 0.0 && proj_tc.x < 1.0
        &&  proj_tc.y > 0.0 && proj_tc.y < 1.0)
        {
            float lit = 0.0;
            float amb_da = 0.0;

            lv = normalize(lv);

            if (nl > 0.0)
            {
                amb_da += (nl*0.5 + 0.5) * proj_ambiance;
                
                dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );

                vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
                final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
            }

            amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance
            final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv);
        }
    }
    else
    {
        diffuse = srgb_to_linear(diffuse);
        spec.rgb = srgb_to_linear(spec.rgb);

        if (proj_tc.z > 0.0 &&
            proj_tc.x < 1.0 &&
            proj_tc.y < 1.0 &&
            proj_tc.x > 0.0 &&
            proj_tc.y > 0.0)
        {
            float amb_da = 0;
            float lit = 0.0;

            if (nl > 0.0)
            {
                lit = nl * dist_atten;

                dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );

                final_color = dlit*lit*diffuse*shadow;

                // unshadowed for consistency between forward and deferred?
                amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
            }
        
            amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
            final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
        }
    
        if (spec.a > 0.0)
        {
            dlit *= min(nl*6.0, 1.0) * dist_atten;

            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));
                                
            if (nh > 0.0)
            {
                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
                vec3 speccol = dlit*scol*spec.rgb*shadow;
                speccol = clamp(speccol, vec3(0), vec3(1));
                final_color += speccol;
            }
        }   

        if (envIntensity > 0.0)
        {
            vec3 ref = reflect(normalize(pos), n);
        
            //project from point pos in direction ref to plane proj_p, proj_n
            vec3 pdelta = proj_p-pos;
            float ds = dot(ref, proj_n);
        
            if (ds < 0.0)
            {
                vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
            
                vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));

                if (stc.z > 0.0)
                {
                    stc /= stc.w;
                                
                    if (stc.x < 1.0 &&
                        stc.y < 1.0 &&
                        stc.x > 0.0 &&
                        stc.y > 0.0)
                    {
                        final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
                    }
                }
            }
        }
    }

    //not sure why, but this line prevents MATBUG-194
    final_color = max(final_color, vec3(0.0));

    //output linear
    frag_color.rgb = final_color;
    frag_color.a = 0.0;
}