SL-17764: PBR: Add light shaders to class 3 deferred
parent
2e1c9046dc
commit
32efb52cd1
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@ -29,6 +29,13 @@ uniform sampler2DRect depthMap;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh)
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{
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nh = dot(n, h);
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nv = dot(n, v);
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vh = dot(v, h);
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}
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vec2 getScreenCoordinate(vec2 screenpos)
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{
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vec2 sc = screenpos.xy * 2.0;
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@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos)
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return sc - vec2(1.0, 1.0);
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}
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// See: https://aras-p.info/texts/CompactNormalStorage.html
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// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
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vec3 getNorm(vec2 screenpos)
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{
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vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
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@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos)
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return n;
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}
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vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
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{
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vec2 enc = packedNormalEnvIntensityFlags.xy;
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return normalize(n); // TODO: Is this normalize redundant?
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}
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// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
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// See: C++: addDeferredAttachments(), GLSL: softenLightF
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vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
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{
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vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy);
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n = getNormalFromPacked( packedNormalEnvIntensityFlags );
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envIntensity = packedNormalEnvIntensityFlags.z;
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return packedNormalEnvIntensityFlags;
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}
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float getDepth(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen).r;
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@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)
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pos.w = 1.0;
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return pos;
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}
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vec2 getScreenXY(vec4 clip)
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{
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vec4 ndc = clip;
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ndc.xyz /= clip.w;
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vec2 screen = vec2( ndc.xy * 0.5 );
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screen += 0.5;
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screen *= screen_res;
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return screen;
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}
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// PBR Utils
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@ -0,0 +1,157 @@
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/**
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* @file class3\deferred\multiPointLightF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect depthMap;
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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uniform int light_count;
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uniform vec4 light[LIGHT_COUNT];
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uniform vec4 light_col[LIGHT_COUNT];
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uniform vec2 screen_res;
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uniform float far_z;
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uniform mat4 inv_proj;
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VARYING vec4 vary_fragcoord;
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void calcHalfVectors(vec3 h, vec3 n, vec3 npos, out float nh, out float nv, out float vh);
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vec4 getPosition(vec2 pos_screen);
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vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
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vec2 getScreenXY(vec4 clip);
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vec3 srgb_to_linear(vec3 c);
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void main()
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{
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#if defined(LOCAL_LIGHT_KILL)
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discard; // Bail immediately
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#else
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vec3 final_color = vec3(0, 0, 0);
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vec2 tc = getScreenXY(vary_fragcoord);
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vec3 pos = getPosition(tc).xyz;
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if (pos.z < far_z)
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{
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discard;
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}
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float envIntensity; // not used for this shader
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vec3 n;
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vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
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vec4 spec = texture2DRect(specularRect, tc);
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vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
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float noise = texture2D(noiseMap, tc/128.0).b;
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vec3 v = -normalize(pos);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 colorDiffuse = vec3(0);
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vec3 colorSpec = vec3(0);
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final_color = colorDiffuse + colorSpec;
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}
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else
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{
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// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
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for (int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec3 lv = light[i].xyz - pos;
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float dist = length(lv);
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dist /= light[i].w;
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if (dist <= 1.0)
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{
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float da = dot(n, lv);
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if (da > 0.0)
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{
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lv = normalize(lv);
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da = dot(n, lv);
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float fa = light_col[i].a + 1.0;
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float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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// Tweak falloff slightly to match pre-EEP attenuation
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// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
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dist_atten *= 2.0;
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dist_atten *= noise;
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float lit = da * dist_atten;
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vec3 col = light_col[i].rgb * lit * diffuse;
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if (spec.a > 0.0)
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{
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lit = min(da * 6.0, 1.0) * dist_atten;
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vec3 h = normalize(lv + v);
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float nh, nv, vh;
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calcHalfVectors(h, n, v, nh, nv, vh);
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float sa = nh;
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float fres = pow(1 - dot(h, v), 5) * 0.4 + 0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
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col += lit * scol * light_col[i].rgb * spec.rgb;
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}
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}
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final_color += col;
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}
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}
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}
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}
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frag_color.rgb = final_color;
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frag_color.a = 0.0;
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#endif // LOCAL_LIGHT_KILL
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#ifdef IS_AMD_CARD
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// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
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// away which leads to unfun crashes and artifacts.
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vec4 dummy1 = light[0];
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vec4 dummy2 = light_col[0];
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vec4 dummy3 = light[LIGHT_COUNT - 1];
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vec4 dummy4 = light_col[LIGHT_COUNT - 1];
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#endif
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}
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@ -0,0 +1,39 @@
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/**
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* @file class3\deferred\multiPointLightV.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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VARYING vec4 vary_fragcoord;
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void main()
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{
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//transform vertex
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vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_fragcoord = pos;
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gl_Position = pos;
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}
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@ -0,0 +1,300 @@
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/**
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* @file class3\deferred\multiSpotLightF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2DRect lightMap;
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uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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uniform vec3 proj_p; //plane projection is emitting from (in screen space)
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uniform vec3 proj_n;
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uniform float proj_focus; //distance from plane to begin blurring
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uniform float proj_lod; //(number of mips in proj map)
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uniform float proj_range; //range between near clip and far clip plane of projection
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uniform float proj_ambient_lod;
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uniform float proj_ambiance;
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uniform float near_clip;
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uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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uniform vec3 center;
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uniform float size;
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uniform vec3 color;
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uniform float falloff;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
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vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
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vec2 getScreenXY(vec4 clip);
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vec3 srgb_to_linear(vec3 cs);
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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d *= min(1, d * (proj_lod - lod));
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
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return ret;
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}
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vec4 getPosition(vec2 pos_screen);
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void main()
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{
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#if defined(LOCAL_LIGHT_KILL)
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discard;
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#else
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vec3 final_color = vec3(0,0,0);
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vec2 tc = getScreenXY(vary_fragcoord);
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vec3 pos = getPosition(tc).xyz;
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vec3 lv = center.xyz-pos.xyz;
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float dist = length(lv);
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if (dist >= size)
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{
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discard;
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}
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dist /= size;
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float shadow = 1.0;
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if (proj_shadow_idx >= 0)
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{
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vec4 shd = texture2DRect(lightMap, tc);
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shadow = (proj_shadow_idx==0)?shd.b:shd.a;
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shadow += shadow_fade;
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shadow = clamp(shadow, 0.0, 1.0);
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}
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float envIntensity;
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vec3 n;
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vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
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float l_dist = -dot(lv, proj_n);
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vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
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if (proj_tc.z < 0.0)
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{
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discard;
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}
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proj_tc.xyz /= proj_tc.w;
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float fa = falloff+1.0;
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float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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if (dist_atten <= 0.0)
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{
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discard;
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}
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lv = proj_origin-pos.xyz;
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lv = normalize(lv);
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float da = dot(n, lv);
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vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
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vec4 spec = texture2DRect(specularRect, tc);
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vec3 dlit = vec3(0, 0, 0);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 colorDiffuse = vec3(0);
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vec3 colorSpec = vec3(0);
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final_color = colorDiffuse + colorSpec;
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}
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else
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{
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float noise = texture2D(noiseMap, tc/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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proj_tc.y < 1.0 &&
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proj_tc.x > 0.0 &&
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proj_tc.y > 0.0)
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{
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float amb_da = proj_ambiance;
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float lit = 0.0;
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if (da > 0.0)
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{
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lit = da * dist_atten * noise;
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|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
dlit = color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
final_color = dlit*lit*diffuse*shadow;
|
||||
|
||||
// unshadowed for consistency between forward and deferred?
|
||||
amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
// use unshadowed for consistency between forward and deferred?
|
||||
amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
|
||||
amb_da *= dist_atten * noise;
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 v = -normalize(pos);
|
||||
dlit *= min(da*6.0, 1.0) * dist_atten;
|
||||
|
||||
//vec3 ref = dot(pos+lv, n);
|
||||
vec3 h = normalize(lv + v);
|
||||
float nh, nv, vh;
|
||||
calcHalfVectors(h, n, v, nh, nv, vh);
|
||||
float sa = nh;
|
||||
float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
|
||||
|
||||
float gtdenom = 2 * nh;
|
||||
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
|
||||
|
||||
if (nh > 0.0)
|
||||
{
|
||||
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
|
||||
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(projectionMap, 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;
|
||||
#endif // LOCAL_LIGHT_KILL
|
||||
}
|
||||
|
|
@ -0,0 +1,145 @@
|
|||
/**
|
||||
* @file class3\deferred\pointLightF.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
/*[EXTRA_CODE_HERE]*/
|
||||
|
||||
#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 sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2DRect depthMap;
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
||||
// light params
|
||||
uniform vec3 color;
|
||||
uniform float falloff;
|
||||
uniform float size;
|
||||
|
||||
VARYING vec4 vary_fragcoord;
|
||||
VARYING vec3 trans_center;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec4 viewport;
|
||||
|
||||
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
|
||||
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
|
||||
vec4 getPosition(vec2 pos_screen);
|
||||
vec2 getScreenXY(vec4 clip);
|
||||
vec3 srgb_to_linear(vec3 c);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 final_color = vec3(0);
|
||||
vec2 tc = getScreenXY(vary_fragcoord);
|
||||
vec3 pos = getPosition(tc).xyz;
|
||||
|
||||
vec3 lv = trans_center.xyz-pos;
|
||||
float dist = length(lv);
|
||||
if (dist >= size)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
dist /= size;
|
||||
|
||||
float envIntensity;
|
||||
vec3 n;
|
||||
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
|
||||
|
||||
float da = dot(n, lv);
|
||||
if (da < 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
lv = normalize(lv);
|
||||
da = dot(n, lv);
|
||||
|
||||
float noise = texture2D(noiseMap, tc/128.0).b;
|
||||
|
||||
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
|
||||
vec4 spec = texture2DRect(specularRect, tc);
|
||||
|
||||
// Common half vectors calcs
|
||||
vec3 v = -normalize(pos);
|
||||
vec3 h = normalize(lv + v);
|
||||
float nh, nv, vh;
|
||||
calcHalfVectors(h, n, v, nh, nv, vh);
|
||||
|
||||
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
|
||||
{
|
||||
vec3 colorDiffuse = vec3(0);
|
||||
vec3 colorSpec = vec3(0);
|
||||
|
||||
final_color = colorDiffuse + colorSpec;
|
||||
}
|
||||
else
|
||||
{
|
||||
float fa = falloff+1.0;
|
||||
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
dist_atten *= dist_atten;
|
||||
dist_atten *= 2.0;
|
||||
|
||||
float lit = da * dist_atten * noise;
|
||||
|
||||
final_color = color.rgb*lit*diffuse;
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
lit = min(da*6.0, 1.0) * dist_atten;
|
||||
|
||||
float sa = nh;
|
||||
float fres = pow(1 - dot(h, v), 5) * 0.4+0.5;
|
||||
float gtdenom = 2 * nh;
|
||||
float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
|
||||
|
||||
if (nh > 0.0)
|
||||
{
|
||||
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
|
||||
final_color += lit*scol*color.rgb*spec.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
if (dot(final_color, final_color) <= 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
}
|
||||
|
||||
frag_color.rgb = final_color;
|
||||
frag_color.a = 0.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,45 @@
|
|||
/**
|
||||
* @file class3\deferred\pointLightV.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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform mat4 modelview_projection_matrix;
|
||||
uniform mat4 modelview_matrix;
|
||||
|
||||
ATTRIBUTE vec3 position;
|
||||
|
||||
uniform vec3 center;
|
||||
uniform float size;
|
||||
|
||||
VARYING vec4 vary_fragcoord;
|
||||
VARYING vec3 trans_center;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
vec3 p = position*size+center;
|
||||
vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
|
||||
vary_fragcoord = pos;
|
||||
trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
|
||||
gl_Position = pos;
|
||||
}
|
||||
|
|
@ -0,0 +1,287 @@
|
|||
/**
|
||||
* @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
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
/*[EXTRA_CODE_HERE]*/
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
#else
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D projectionMap;
|
||||
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 float size;
|
||||
uniform vec3 color;
|
||||
uniform float falloff;
|
||||
|
||||
VARYING vec3 trans_center;
|
||||
VARYING vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
|
||||
vec2 getScreenXY(vec4 clip_point);
|
||||
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
|
||||
vec3 srgb_to_linear(vec3 c);
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
ret.rgb = srgb_to_linear(ret.rgb);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
float d = min(dist.x, dist.y);
|
||||
d *= min(1, d * (proj_lod - lod));
|
||||
float edge = 0.25*det;
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
ret.rgb = srgb_to_linear(ret.rgb);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
float d = min(dist.x, dist.y);
|
||||
float edge = 0.25*det;
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
ret.rgb = srgb_to_linear(ret.rgb);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
float d = dot(dist,dist);
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 getPosition(vec2 pos_screen);
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(LOCAL_LIGHT_KILL)
|
||||
discard;
|
||||
#else
|
||||
vec3 final_color = vec3(0,0,0);
|
||||
vec2 tc = getScreenXY(vary_fragcoord);
|
||||
vec3 pos = getPosition(tc).xyz;
|
||||
|
||||
vec3 lv = trans_center.xyz-pos.xyz;
|
||||
float dist = length(lv);
|
||||
if (dist >= size)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
dist /= size;
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texture2DRect(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); // need `norm.w` for GET_GBUFFER_FLAG()
|
||||
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z < 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = falloff+1.0;
|
||||
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
|
||||
dist_atten *= dist_atten;
|
||||
dist_atten *= 2.0;
|
||||
|
||||
if (dist_atten <= 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(n, lv);
|
||||
|
||||
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
|
||||
vec4 spec = texture2DRect(specularRect, tc);
|
||||
vec3 dlit = vec3(0, 0, 0);
|
||||
|
||||
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
|
||||
{
|
||||
vec3 colorDiffuse = vec3(0);
|
||||
vec3 colorSpec = vec3(0);
|
||||
|
||||
final_color = colorDiffuse + colorSpec;
|
||||
}
|
||||
else
|
||||
{
|
||||
float noise = texture2D(noiseMap, tc/128.0).b;
|
||||
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 = proj_ambiance;
|
||||
float lit = 0.0;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
dlit = color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
final_color = dlit*lit*diffuse*shadow;
|
||||
|
||||
amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
|
||||
amb_da *= dist_atten * noise;
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
dlit *= min(da*6.0, 1.0) * dist_atten;
|
||||
vec3 v = -normalize(pos);
|
||||
|
||||
//vec3 ref = dot(pos+lv, n);
|
||||
vec3 h = normalize(lv + v);
|
||||
float nh, nv, vh;
|
||||
calcHalfVectors(h, n, v, nh, nv, vh);
|
||||
float sa = nh;
|
||||
float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
|
||||
|
||||
float gtdenom = 2 * nh;
|
||||
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
|
||||
|
||||
if (nh > 0.0)
|
||||
{
|
||||
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
|
||||
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(projectionMap, 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 colors as gamma correction happens down stream
|
||||
frag_color.rgb = final_color;
|
||||
frag_color.a = 0.0;
|
||||
#endif // LOCAL_LIGHT_KILL
|
||||
}
|
||||
Loading…
Reference in New Issue