260 lines
8.5 KiB
GLSL
260 lines
8.5 KiB
GLSL
/**
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* @file class3/deferred/softenLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, 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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#define FLT_MAX 3.402823466e+38
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out vec4 frag_color;
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uniform sampler2D diffuseRect;
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uniform sampler2D specularRect;
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uniform sampler2D normalMap;
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uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
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const float M_PI = 3.14159265;
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#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
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uniform sampler2D lightMap;
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#endif
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uniform sampler2D depthMap;
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uniform sampler2D lightFunc;
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uniform float blur_size;
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uniform float blur_fidelity;
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#if defined(HAS_SSAO)
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uniform float ssao_irradiance_scale;
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uniform float ssao_irradiance_max;
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#endif
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// Inputs
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uniform mat3 env_mat;
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uniform mat3 ssao_effect_mat;
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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uniform int sun_up_factor;
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in vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec3 getNorm(vec2 pos_screen);
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vec4 getPositionWithDepth(vec2 pos_screen, float depth);
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void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
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vec3 scaleSoftClipFragLinear(vec3 l);
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// reflection probe interface
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void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
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void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
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void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
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void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
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float getDepth(vec2 pos_screen);
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vec3 linear_to_srgb(vec3 c);
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vec3 srgb_to_linear(vec3 c);
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uniform vec4 waterPlane;
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uniform int cube_snapshot;
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uniform float sky_hdr_scale;
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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);
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void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
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vec3 pbrBaseLight(vec3 diffuseColor,
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vec3 specularColor,
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float metallic,
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vec3 pos,
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vec3 norm,
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float perceptualRoughness,
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vec3 light_dir,
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vec3 sunlit,
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float scol,
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vec3 radiance,
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vec3 irradiance,
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vec3 colorEmissive,
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float ao,
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vec3 additive,
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vec3 atten);
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vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
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float perceptualRoughness,
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float metallic,
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vec3 n, // normal
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vec3 v, // surface point to camera
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vec3 l); //surface point to light
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void adjustIrradiance(inout vec3 irradiance, float ambocc)
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{
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// use sky settings ambient or irradiance map sample, whichever is brighter
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//irradiance = max(amblit_linear, irradiance);
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#if defined(HAS_SSAO)
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irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc);
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#endif
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}
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = getDepth(tc.xy);
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vec4 pos = getPositionWithDepth(tc, depth);
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vec4 norm = texture(normalMap, tc);
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float envIntensity = norm.z;
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norm.xyz = getNorm(tc);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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vec4 baseColor = texture(diffuseRect, tc);
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vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
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#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
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vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;
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#endif
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#if defined(HAS_SUN_SHADOW)
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float scol = max(scol_ambocc.r, baseColor.a);
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#else
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float scol = 1.0;
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#endif
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#if defined(HAS_SSAO)
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float ambocc = scol_ambocc.g;
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#else
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float ambocc = 1.0;
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#endif
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vec3 color = vec3(0);
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float bloom = 0.0;
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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vec3 amblit_linear = amblit;
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 orm = texture(specularRect, tc).rgb;
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float perceptualRoughness = orm.g;
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float metallic = orm.b;
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float ao = orm.r;
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vec3 colorEmissive = texture(emissiveRect, tc).rgb;
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// PBR IBL
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float gloss = 1.0 - perceptualRoughness;
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sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear);
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adjustIrradiance(irradiance, ambocc);
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vec3 diffuseColor;
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vec3 specularColor;
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calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
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vec3 v = -normalize(pos.xyz);
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color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
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}
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else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
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{
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//should only be true of WL sky, just port over base color value
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color = texture(emissiveRect, tc).rgb;
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color = srgb_to_linear(color);
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color *= sky_hdr_scale;
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}
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else
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{
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// legacy shaders are still writng sRGB to gbuffer
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baseColor.rgb = srgb_to_linear(baseColor.rgb);
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spec.rgb = srgb_to_linear(spec.rgb);
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float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
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vec3 irradiance = vec3(0);
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vec3 glossenv = vec3(0);
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vec3 legacyenv = vec3(0);
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sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear);
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adjustIrradiance(irradiance, ambocc);
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// apply lambertian IBL only (see pbrIbl)
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color.rgb = irradiance;
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vec3 sun_contrib = min(da, scol) * sunlit_linear;
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color.rgb += sun_contrib;
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color.rgb *= baseColor.rgb;
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vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
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if (spec.a > 0.0)
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{
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vec3 lv = light_dir.xyz;
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vec3 h, l, v = -normalize(pos.xyz);
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float nh, nl, nv, vh, lightDist;
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vec3 n = norm.xyz;
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calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
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if (nl > 0.0 && nh > 0.0)
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{
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float lit = min(nl*6.0, 1.0);
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float sa = nh;
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float fres = pow(1 - vh, 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 * nl / vh)));
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scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
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color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;
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}
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// add radiance map
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applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
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}
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color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
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if (envIntensity > 0.0)
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{ // add environment map
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applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
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}
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}
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frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
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frag_color.a = 0.0;
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}
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