147 lines
4.4 KiB
GLSL
147 lines
4.4 KiB
GLSL
/**
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* @file class3\deferred\pointLightF.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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/*[EXTRA_CODE_HERE]*/
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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 emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
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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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// light params
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uniform vec3 color;
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uniform float falloff;
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uniform float size;
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in vec4 vary_fragcoord;
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in vec3 trans_center;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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uniform vec4 viewport;
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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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float calcLegacyDistanceAttenuation(float distance, float falloff);
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vec4 getNorm(vec2 screenpos);
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vec4 getPosition(vec2 pos_screen);
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vec2 getScreenXY(vec4 clip);
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vec2 getScreenCoord(vec4 clip);
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vec3 srgb_to_linear(vec3 c);
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float getDepth(vec2 tc);
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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 main()
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{
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vec3 final_color = vec3(0);
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vec2 tc = getScreenCoord(vary_fragcoord);
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vec3 pos = getPosition(tc).xyz;
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vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
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vec3 n = norm.xyz;
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vec3 diffuse = texture(diffuseRect, tc).rgb;
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vec4 spec = texture(specularRect, tc);
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// Common half vectors calcs
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vec3 lv = trans_center.xyz-pos;
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vec3 h, l, v = -normalize(pos);
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float nh, nl, nv, vh, lightDist;
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calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
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if (lightDist >= size)
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{
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discard;
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}
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float dist = lightDist / size;
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float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 colorEmissive = texture(emissiveRect, tc).rgb;
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vec3 orm = spec.rgb;
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float perceptualRoughness = orm.g;
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float metallic = orm.b;
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vec3 f0 = vec3(0.04);
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vec3 baseColor = diffuse.rgb;
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vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
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diffuseColor *= 1.0 - metallic;
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vec3 specularColor = mix(f0, baseColor.rgb, metallic);
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vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials
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final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
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}
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else
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{
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if (nl < 0.0)
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{
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discard;
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}
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diffuse = srgb_to_linear(diffuse);
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spec.rgb = srgb_to_linear(spec.rgb);
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float lit = nl * dist_atten;
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final_color = color.rgb*lit*diffuse;
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if (spec.a > 0.0)
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{
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lit = min(nl*6.0, 1.0) * dist_atten;
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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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if (nh > 0.0)
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{
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float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
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final_color += lit*scol*color.rgb*spec.rgb;
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}
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}
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if (dot(final_color, final_color) <= 0.0)
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{
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discard;
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}
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}
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frag_color.rgb = max(final_color, vec3(0));
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frag_color.a = 0.0;
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}
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