331 lines
9.6 KiB
GLSL
331 lines
9.6 KiB
GLSL
/**
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* @file pbrmetallicroughnessF.glsl
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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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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// GLTF pbrMetallicRoughness implementation
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uniform int gltf_material_id;
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vec3 emissiveColor = vec3(0,0,0);
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float metallicFactor = 1.0;
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float roughnessFactor = 1.0;
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float minimum_alpha = -1.0;
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layout (std140) uniform GLTFMaterials
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{
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// see pbrmetallicroughnessV.glsl for packing
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vec4 gltf_material_data[MAX_UBO_VEC4S];
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};
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void unpackMaterial()
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{
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if (gltf_material_id > -1)
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{
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int idx = gltf_material_id*12;
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emissiveColor = gltf_material_data[idx+10].rgb;
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roughnessFactor = gltf_material_data[idx+11].g;
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metallicFactor = gltf_material_data[idx+11].b;
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minimum_alpha -= gltf_material_data[idx+11].a;
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}
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}
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// ==================================
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// needed by all variants
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// ==================================
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uniform sampler2D diffuseMap; //always in sRGB space
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uniform sampler2D emissiveMap;
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in vec3 vary_position;
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in vec4 vertex_color;
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in vec2 base_color_uv;
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in vec2 emissive_uv;
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void mirrorClip(vec3 pos);
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vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
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vec3 linear_to_srgb(vec3 c);
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vec3 srgb_to_linear(vec3 c);
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// ==================================
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// ==================================
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// needed by all lit variants
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// ==================================
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#ifndef UNLIT
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uniform sampler2D normalMap;
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uniform sampler2D metallicRoughnessMap;
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uniform sampler2D occlusionMap;
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in vec3 vary_normal;
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in vec3 vary_tangent;
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flat in float vary_sign;
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in vec2 normal_uv;
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in vec2 metallic_roughness_uv;
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in vec2 occlusion_uv;
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#endif
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// ==================================
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// ==================================
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// needed by all alpha variants
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// ==================================
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#ifdef ALPHA_BLEND
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in vec3 vary_fragcoord;
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uniform vec4 clipPlane;
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uniform float clipSign;
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void waterClip(vec3 pos);
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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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vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
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#endif
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// ==================================
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// ==================================
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// needed by lit alpha
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// ==================================
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#if defined(ALPHA_BLEND) && !defined(UNLIT)
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#ifdef HAS_SUN_SHADOW
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uniform sampler2D lightMap;
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uniform vec2 screen_res;
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#endif
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// Lights
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// See: LLRender::syncLightState()
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8]; // spot direction
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uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
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uniform vec3 light_diffuse[8];
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uniform vec2 light_deferred_attenuation[8]; // light size and falloff
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uniform int sun_up_factor;
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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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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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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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 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 pbrCalcPointLightOrSpotLight(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 p, // pixel position
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vec3 v, // view vector (negative normalized pixel position)
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vec3 lp, // light position
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vec3 ld, // light direction (for spotlights)
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vec3 lightColor,
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float lightSize, float falloff, float is_pointlight, float ambiance);
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#endif
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// ==================================
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// ==================================
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// output definition
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// ==================================
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#if defined(ALPHA_BLEND) || defined(UNLIT)
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out vec4 frag_color;
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#else
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out vec4 frag_data[4];
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#endif
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// ==================================
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void main()
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{
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unpackMaterial();
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// ==================================
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// all variants
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// mirror clip
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// base color
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// masking
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// emissive
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// ==================================
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vec3 pos = vary_position;
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mirrorClip(pos);
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#ifdef ALPHA_BLEND
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//waterClip(pos);
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#endif
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vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba;
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basecolor.rgb = srgb_to_linear(basecolor.rgb);
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basecolor *= vertex_color;
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if (basecolor.a < minimum_alpha)
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{
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discard;
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}
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vec3 emissive = emissiveColor;
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emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb);
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// ==================================
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// ==================================
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// all lit variants
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// prepare norm
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// prepare orm
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// ==================================
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#ifndef UNLIT
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// from mikktspace.com
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vec3 vNt = texture(normalMap, normal_uv.xy).xyz*2.0-1.0;
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float sign = vary_sign;
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vec3 vN = vary_normal;
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vec3 vT = vary_tangent.xyz;
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vec3 vB = sign * cross(vN, vT);
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vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
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norm *= gl_FrontFacing ? 1.0 : -1.0;
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// RGB = Occlusion, Roughness, Metal
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// default values, see LLViewerTexture::sDefaultPBRORMImagep
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// occlusion 1.0
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// roughness 0.0
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// metal 0.0
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vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb;
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orm.r = texture(occlusionMap, occlusion_uv.xy).r;
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orm.g *= roughnessFactor;
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orm.b *= metallicFactor;
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#endif
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// ==================================
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// ==================================
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// non alpha output
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// ==================================
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#ifndef ALPHA_BLEND
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#ifdef UNLIT
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vec4 color = basecolor;
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color.rgb += emissive.rgb;
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frag_color = color;
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#else
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frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0));
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frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0));
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frag_data[2] = encodeNormal(norm, 0, GBUFFER_FLAG_HAS_PBR);
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//#if defined(HAS_EMISSIVE)
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frag_data[3] = max(vec4(emissive,0), vec4(0));
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//#endif
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#endif
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#endif
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// ==================================
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// alpha implementation
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// ==================================
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#ifdef ALPHA_BLEND
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float scol = 1.0;
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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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vec3 light_dir;
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#ifdef UNLIT
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light_dir = vec3(0,0,1);
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vec3 norm = vec3(0,0,1);
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#else
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light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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#endif
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calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
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#ifndef UNLIT
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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#ifdef HAS_SUN_SHADOW
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scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
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#endif
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float perceptualRoughness = orm.g * roughnessFactor;
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float metallic = orm.b * metallicFactor;
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// PBR IBL
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float gloss = 1.0 - perceptualRoughness;
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
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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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vec3 color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, emissive, orm.r, additive, atten);
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vec3 light = vec3(0);
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// Punctual lights
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#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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LIGHT_LOOP(3)
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LIGHT_LOOP(4)
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LIGHT_LOOP(5)
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LIGHT_LOOP(6)
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LIGHT_LOOP(7)
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color.rgb += light.rgb;
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color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
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float a = basecolor.a*vertex_color.a;
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frag_color = max(vec4(color.rgb,a), vec4(0));
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#else // UNLIT
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vec4 color = basecolor;
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color.rgb += emissive.rgb;
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frag_color = color;
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#endif
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#endif // ALPHA_BLEND
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}
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