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JennaHuntsman
XDG Integration
Commits
661f5548
Commit
661f5548
authored
2 years ago
by
Ptolemy
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SL-17274: Add WIP PBR Shader
parent
29533c34
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indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+179
-1
179 additions, 1 deletion
...ew/app_settings/shaders/class3/deferred/softenLightF.glsl
with
179 additions
and
1 deletion
indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+
179
−
1
View file @
661f5548
...
@@ -23,6 +23,28 @@
...
@@ -23,6 +23,28 @@
* $/LicenseInfo$
* $/LicenseInfo$
*/
*/
#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_ROUGH 0 // Output: grayscale roughenss
#define DEBUG_PBR_METAL 0 // Output: grayscale metal
#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
#define DEBUG_PBR_VIEW 0 // Output: view_dir
#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
#define DEBUG_PBR_DOT_NV 0 // Output:
#define DEBUG_PBR_DOT_TV 0 // Output:
#define DEBUG_PBR_DOT_BV 0 // Output:
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
#extension GL_ARB_shader_texture_lod : enable
...
@@ -87,6 +109,32 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
...
@@ -87,6 +109,32 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
uniform
vec3
view_dir
;
// PBR
uniform
vec3
view_dir
;
// PBR
#define getDiffuseLightPBR(n) ambenv
#define getSpecularPBR(reflection) glossenv
// Approximate Environment BRDF
vec2
getGGXApprox
(
vec2
uv
)
{
vec2
st
=
vec2
(
1
.)
-
uv
;
float
d
=
(
st
.
x
*
st
.
x
*
0
.
5
)
*
(
st
.
y
*
st
.
y
);
float
scale
=
1
.
0
-
d
;
float
bias
=
d
;
return
vec2
(
scale
,
bias
);
}
vec2
getGGX
(
vec2
brdfPoint
)
{
// TODO: use GGXLUT
// texture2D(GGXLUT, brdfPoint).rg;
return
getGGXApprox
(
brdfPoint
);
}
vec3
calcBaseReflect0
(
float
ior
)
{
vec3
reflect0
=
vec3
(
pow
((
ior
-
1
.
0
)
/
(
ior
+
1
.
0
),
2
.
0
));
return
reflect0
;
}
void
main
()
void
main
()
{
{
vec2
tc
=
vary_fragcoord
.
xy
;
vec2
tc
=
vary_fragcoord
.
xy
;
...
@@ -133,6 +181,136 @@ void main()
...
@@ -133,6 +181,136 @@ void main()
vec3
legacyenv
;
vec3
legacyenv
;
sampleReflectionProbes
(
ambenv
,
glossenv
,
legacyenv
,
pos
.
xyz
,
norm
.
xyz
,
spec
.
a
,
envIntensity
);
sampleReflectionProbes
(
ambenv
,
glossenv
,
legacyenv
,
pos
.
xyz
,
norm
.
xyz
,
spec
.
a
,
envIntensity
);
bool
hasPBR
=
GET_GBUFFER_FLAG
(
GBUFFER_FLAG_HAS_PBR
);
if
(
hasPBR
)
{
vec3
colorDiffuse
=
vec3
(
0
);
vec3
colorEmissive
=
vec3
(
0
);
vec3
colorSpec
=
vec3
(
0
);
// vec3 colorClearCoat = vec3(0);
// vec3 colorSheen = vec3(0);
// vec3 colorTransmission = vec3(0);
vec3
packedORM
=
spec
.
rgb
;
// Packed: Occlusion Roughness Metal
#if DEBUG_PBR_PACK_ORM0
packedORM
=
vec3
(
0
,
0
,
0
);
#endif
#if DEBUG_PBR_PACK_ORM1
packedORM
=
vec3
(
1
,
1
,
1
);
#endif
float
IOR
=
1
.
5
;
// default Index Of Reflection 1.5
vec3
reflect0
=
vec3
(
0
.
04
);
// -> incidence reflectance 0.04
IOR
=
0
.
0
;
// TODO: Set from glb
reflect0
=
calcBaseReflect0
(
IOR
);
float
metal
=
packedORM
.
b
;
vec3
reflect90
=
vec3
(
0
);
vec3
v
=
view_dir
;
vec3
n
=
norm
.
xyz
;
// vec3 t = texture2DRect(tangentMap, tc).rgb;
#if DEBUG_PBR_TANGENT1
vec3
t
=
vec3
(
1
,
0
,
0
);
#endif
vec3
b
=
cross
(
n
,
t
);
vec3
reflectVN
=
normalize
(
reflect
(
-
v
,
n
));
float
dotNV
=
clamp
(
dot
(
n
,
v
),
0
,
1
);
float
dotTV
=
clamp
(
dot
(
n
,
t
),
0
,
1
);
float
dotBV
=
clamp
(
dot
(
n
,
b
),
0
,
1
);
// Reference: getMetallicRoughnessInfo
float
perceptualRough
=
packedORM
.
g
;
float
alphaRough
=
perceptualRough
*
perceptualRough
;
vec3
colorDiff
=
mix
(
diffuse
.
rgb
,
vec3
(
0
)
,
metal
);
reflect0
=
mix
(
reflect0
,
diffuse
.
rgb
,
metal
);
// reflect at 0 degrees
reflect90
=
vec3
(
1
);
// reflect at 90 degrees
float
reflectance
=
max
(
max
(
reflect0
.
r
,
reflect0
.
g
),
reflect0
.
b
);
// Common to RadianceGGX and RadianceLambertian
float
specWeight
=
1
.
0
;
vec2
brdfPoint
=
clamp
(
vec2
(
dotNV
,
perceptualRough
),
vec2
(
0
,
0
),
vec2
(
1
,
1
));
vec2
vScaleBias
=
getGGX
(
brdfPoint
);
// Environment BRDF: scale and bias applied to reflect0
vec3
fresnelR
=
max
(
vec3
(
1
.
0
-
perceptualRough
),
reflect0
)
-
reflect0
;
// roughness dependent fresnel
vec3
kSpec
=
reflect0
+
fresnelR
*
pow
(
1
.
0
-
dotNV
,
5
.
0
);
// Reference: getIBLRadianceGGX
vec3
specLight
=
getSpecularPBR
(
reflection
);
#if HAS_IBL
kSpec
=
mix
(
kSpec
,
iridescenceFresnel
,
iridescenceFactor
);
#endif
vec3
FssEssRadiance
=
kSpec
*
vScaleBias
.
x
+
vScaleBias
.
y
;
colorSpec
+=
specWeight
*
specLight
*
FssEssRadiance
;
// Reference: getIBLRadianceLambertian
vec3
irradiance
=
getDiffuseLightPBR
(
n
);
vec3
FssEssLambert
=
specWeight
*
kSpec
*
vScaleBias
.
x
+
vScaleBias
.
y
;
// NOTE: Very similar to FssEssRadiance but with extra specWeight term
float
Ems
=
(
1
.
0
-
vScaleBias
.
x
+
vScaleBias
.
y
);
vec3
avg
=
specWeight
*
(
reflect0
+
(
1
.
0
-
reflect0
)
/
21
.
0
);
vec3
AvgEms
=
avg
*
Ems
;
vec3
FmsEms
=
AvgEms
*
FssEssLambert
/
(
1
.
0
-
AvgEms
);
vec3
kDiffuse
=
colorDiffuse
*
(
1
.
0
-
FssEssLambert
+
FmsEms
);
colorDiffuse
+=
(
FmsEms
+
kDiffuse
)
*
irradiance
;
color
.
rgb
=
colorDiffuse
+
colorEmissive
+
colorSpec
;
#if DEBUG_PBR_BRDF
color
.
rgb
=
vec3
(
vScaleBias
,
0
);
#endif
#if DEBUG_PBR_FRESNEL
color
.
rgb
=
fresnelR
;
#endif
#if DEBUG_PBR_RAW_DIFF
color
.
rgb
=
diffuse
.
rgb
;
#endif
#if DEBUG_PBR_RAW_SPEC
color
.
rgb
=
spec
.
rgb
;
#endif
#if DEBUG_PBR_REFLECTANCE
color
.
rgb
=
vec3
(
reflectance
);
#endif
#if DEBUG_PBR_IRRADIANCE
color
.
rgb
=
irradiance
;
#endif
#if DEBUG_PBR_DIFFUSE
color
.
rgb
=
colorDiffuse
;
#endif
#if DEBUG_PBR_EMISSIVE
color
.
rgb
=
colorEmissive
;
#endif
#if DEBUG_PBR_METAL
color
.
rgb
=
vec3
(
metal
);
#endif
#if DEBUG_PBR_ROUGH
color
.
rgb
=
vec3
(
perceptualRough
);
#endif
#if DEBUG_PBR_SPEC
color
.
rgb
=
colorSpec
;
#endif
#if DEBUG_PBR_SPEC_REFLECTION
color
.
rgb
=
specLight
;
#endif
#if DEBUG_PBR_ORM
color
.
rgb
=
packedORM
;
#endif
#if DEBUG_PBR_NORMAL
color
.
rgb
=
norm
.
xyz
;
#endif
#if DEBUG_PBR_VIEW
color
.
rgb
=
view_dir
;
#endif
#if DEBUG_PBR_DOT_NV
color
.
rgb
=
vec3
(
dotNV
);
#endif
#if DEBUG_PBR_DOT_TV
color
.
rgb
=
vec3
(
dotTV
);
#endif
#if DEBUG_PBR_DOT_BV
color
.
rgb
=
vec3
(
dotBV
);
#endif
}
else
{
amblit
=
max
(
ambenv
,
amblit
);
amblit
=
max
(
ambenv
,
amblit
);
color
.
rgb
=
amblit
*
ambocc
;
color
.
rgb
=
amblit
*
ambocc
;
...
@@ -183,7 +361,7 @@ void main()
...
@@ -183,7 +361,7 @@ void main()
color
=
fogged
.
rgb
;
color
=
fogged
.
rgb
;
bloom
=
fogged
.
a
;
bloom
=
fogged
.
a
;
#endif
#endif
}
// convert to linear as fullscreen lights need to sum in linear colorspace
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
// and will be gamma (re)corrected downstream...
//color = vec3(ambocc);
//color = vec3(ambocc);
...
...
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