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
|
/**
* @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 samplerCube environmentMap;
uniform sampler2D lightMap;
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;
uniform int classic_mode;
// 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 getNorm(vec2 screenpos);
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;
void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l, // surface point to light
out float nl,
out vec3 diff,
out vec3 spec);
GBufferInfo getGBuffer(vec2 screenpos);
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);
}
GBufferInfo gb = getGBuffer(tc);
vec3 n = gb.normal;
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 = gb.albedo.rgb;
vec4 spec = gb.specular;
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
vec3 amb_rgb = vec3(0);
if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))
{
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);
vec3 diffPunc = vec3(0);
vec3 specPunc = vec3(0);
// 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
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc);
final_color += intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
}
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc);
final_color += amb_rgb * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
}
}
else
{
float envIntensity = gb.envIntensity;
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 = 0.0;
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(1.0 - vh, 5.0)*0.4+0.5;
float gtdenom = 2.0 * nh;
float gt = max(0.0, 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, (1.0 - 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));
float final_scale = 1.0;
if (classic_mode > 0)
final_scale = 0.9;
//output linear
frag_color.rgb = final_color * final_scale;
frag_color.a = 0.0;
}
|