69 lines
2.2 KiB
GLSL
69 lines
2.2 KiB
GLSL
/**
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* @file class2/deferred/reflectionProbeF.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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// Implementation for when reflection probes are disabled
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uniform float reflection_probe_ambiance;
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uniform samplerCube environmentMap;
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uniform mat3 env_mat;
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vec3 srgb_to_linear(vec3 c);
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void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
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vec3 pos, vec3 norm, float glossiness)
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{
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ambenv = vec3(reflection_probe_ambiance * 0.25);
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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vec3 env_vec = env_mat * refnormpersp;
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glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);
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}
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void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
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vec3 pos, vec3 norm, float glossiness, float envIntensity)
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{
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ambenv = vec3(reflection_probe_ambiance * 0.25);
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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vec3 env_vec = env_mat * refnormpersp;
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legacyenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);
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glossenv = legacyenv;
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}
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void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
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{
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}
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void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
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{
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color = mix(color.rgb, legacyenv*1.5, envIntensity);
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}
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