304 lines
9.3 KiB
GLSL
304 lines
9.3 KiB
GLSL
/**
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* @file class1\deferred\pbralphaF.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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#ifndef IS_HUD
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uniform sampler2D diffuseMap; //always in sRGB space
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uniform sampler2D bumpMap;
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uniform sampler2D emissiveMap;
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uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness
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uniform float metallicFactor;
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uniform float roughnessFactor;
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uniform vec3 emissiveColor;
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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 int sun_up_factor;
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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out vec4 frag_color;
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in vec3 vary_fragcoord;
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#ifdef HAS_SUN_SHADOW
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uniform vec2 screen_res;
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#endif
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in vec3 vary_position;
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in vec2 base_color_texcoord;
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in vec2 normal_texcoord;
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in vec2 metallic_roughness_texcoord;
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in vec2 emissive_texcoord;
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in vec4 vertex_color;
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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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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
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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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vec3 srgb_to_linear(vec3 c);
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vec3 linear_to_srgb(vec3 c);
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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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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 waterClip(vec3 pos);
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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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vec3 calcPointLightOrSpotLight(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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{
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vec3 color = vec3(0,0,0);
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vec3 lv = lp.xyz - p;
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float lightDist = length(lv);
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float dist = lightDist / lightSize;
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if (dist <= 1.0)
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{
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lv /= lightDist;
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float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
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// spotlight coefficient.
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float spot = max(dot(-ld, lv), is_pointlight);
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// spot*spot => GL_SPOT_EXPONENT=2
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float spot_atten = spot*spot;
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vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
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color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
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}
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return color;
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}
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void main()
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{
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vec3 color = vec3(0,0,0);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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vec3 pos = vary_position;
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waterClip(pos);
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vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
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basecolor.rgb = srgb_to_linear(basecolor.rgb);
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#ifdef HAS_ALPHA_MASK
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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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#endif
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vec3 col = vertex_color.rgb * basecolor.rgb;
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vec3 vNt = texture(bumpMap, normal_texcoord.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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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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calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
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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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vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
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float perceptualRoughness = orm.g * roughnessFactor;
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float metallic = orm.b * metallicFactor;
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float ao = orm.r;
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// emissiveColor is the emissive color factor from GLTF and is already in linear space
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vec3 colorEmissive = emissiveColor;
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// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
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colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
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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(col.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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vec3 light = vec3(0);
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// Punctual lights
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#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(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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}
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#else
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uniform sampler2D diffuseMap; //always in sRGB space
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uniform sampler2D emissiveMap;
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uniform vec3 emissiveColor;
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out vec4 frag_color;
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in vec3 vary_position;
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in vec2 base_color_texcoord;
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in vec2 emissive_texcoord;
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in vec4 vertex_color;
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
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#endif
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vec3 srgb_to_linear(vec3 c);
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vec3 linear_to_srgb(vec3 c);
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void main()
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{
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vec3 color = vec3(0,0,0);
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vec3 pos = vary_position;
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vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
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basecolor.rgb = srgb_to_linear(basecolor.rgb);
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#ifdef HAS_ALPHA_MASK
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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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#endif
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color = vertex_color.rgb * basecolor.rgb;
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// emissiveColor is the emissive color factor from GLTF and is already in linear space
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vec3 colorEmissive = emissiveColor;
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// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
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colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
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float a = basecolor.a*vertex_color.a;
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color += colorEmissive;
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color = linear_to_srgb(color);
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frag_color = max(vec4(color.rgb,a), vec4(0));
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}
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#endif
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