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Commit 32efb52c authored by Ptolemy's avatar Ptolemy
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SL-17764: PBR: Add light shaders to class 3 deferred

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...@@ -29,6 +29,13 @@ uniform sampler2DRect depthMap; ...@@ -29,6 +29,13 @@ uniform sampler2DRect depthMap;
uniform mat4 inv_proj; uniform mat4 inv_proj;
uniform vec2 screen_res; uniform vec2 screen_res;
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh)
{
nh = dot(n, h);
nv = dot(n, v);
vh = dot(v, h);
}
vec2 getScreenCoordinate(vec2 screenpos) vec2 getScreenCoordinate(vec2 screenpos)
{ {
vec2 sc = screenpos.xy * 2.0; vec2 sc = screenpos.xy * 2.0;
...@@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos) ...@@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0); return sc - vec2(1.0, 1.0);
} }
// See: https://aras-p.info/texts/CompactNormalStorage.html
// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
vec3 getNorm(vec2 screenpos) vec3 getNorm(vec2 screenpos)
{ {
vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
...@@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos) ...@@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos)
return n; return n;
} }
vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
{
vec2 enc = packedNormalEnvIntensityFlags.xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return normalize(n); // TODO: Is this normalize redundant?
}
// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
// See: C++: addDeferredAttachments(), GLSL: softenLightF
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
{
vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy);
n = getNormalFromPacked( packedNormalEnvIntensityFlags );
envIntensity = packedNormalEnvIntensityFlags.z;
return packedNormalEnvIntensityFlags;
}
float getDepth(vec2 pos_screen) float getDepth(vec2 pos_screen)
{ {
float depth = texture2DRect(depthMap, pos_screen).r; float depth = texture2DRect(depthMap, pos_screen).r;
...@@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth) ...@@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)
pos.w = 1.0; pos.w = 1.0;
return pos; return pos;
} }
vec2 getScreenXY(vec4 clip)
{
vec4 ndc = clip;
ndc.xyz /= clip.w;
vec2 screen = vec2( ndc.xy * 0.5 );
screen += 0.5;
screen *= screen_res;
return screen;
}
// PBR Utils
/**
* @file class3\deferred\multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
VARYING vec4 vary_fragcoord;
void calcHalfVectors(vec3 h, vec3 n, vec3 npos, out float nh, out float nv, out float vh);
vec4 getPosition(vec2 pos_screen);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip);
vec3 srgb_to_linear(vec3 c);
void main()
{
#if defined(LOCAL_LIGHT_KILL)
discard; // Bail immediately
#else
vec3 final_color = vec3(0, 0, 0);
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
if (pos.z < far_z)
{
discard;
}
float envIntensity; // not used for this shader
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
vec4 spec = texture2DRect(specularRect, tc);
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
float noise = texture2D(noiseMap, tc/128.0).b;
vec3 v = -normalize(pos);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
vec3 colorSpec = vec3(0);
final_color = colorDiffuse + colorSpec;
}
else
{
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz - pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(n, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(n, lv);
float fa = light_col[i].a + 1.0;
float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb * lit * diffuse;
if (spec.a > 0.0)
{
lit = min(da * 6.0, 1.0) * dist_atten;
vec3 h = normalize(lv + v);
float nh, nv, vh;
calcHalfVectors(h, n, v, nh, nv, vh);
float sa = nh;
float fres = pow(1 - dot(h, v), 5) * 0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
col += lit * scol * light_col[i].rgb * spec.rgb;
}
}
final_color += col;
}
}
}
}
frag_color.rgb = final_color;
frag_color.a = 0.0;
#endif // LOCAL_LIGHT_KILL
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
// away which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT - 1];
vec4 dummy4 = light_col[LIGHT_COUNT - 1];
#endif
}
/**
* @file class3\deferred\multiPointLightV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_fragcoord = pos;
gl_Position = pos;
}
/**
* @file class3\deferred\multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
uniform vec3 center;
uniform float size;
uniform vec3 color;
uniform float falloff;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip);
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(vec2 pos_screen);
void main()
{
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec3 final_color = vec3(0,0,0);
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
if (dist >= size)
{
discard;
}
dist /= size;
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, tc);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
float envIntensity;
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z < 0.0)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(n, lv);
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
vec3 colorSpec = vec3(0);
final_color = colorDiffuse + colorSpec;
}
else
{
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float amb_da = proj_ambiance;
float lit = 0.0;
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
final_color = dlit*lit*diffuse*shadow;
// unshadowed for consistency between forward and deferred?
amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
// use unshadowed for consistency between forward and deferred?
amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
vec3 v = -normalize(pos);
dlit *= min(da*6.0, 1.0) * dist_atten;
//vec3 ref = dot(pos+lv, n);
vec3 h = normalize(lv + v);
float nh, nv, vh;
calcHalfVectors(h, n, v, nh, nv, vh);
float sa = nh;
float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = dlit*scol*spec.rgb*shadow;
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
}
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));
//output linear
frag_color.rgb = final_color;
frag_color.a = 0.0;
#endif // LOCAL_LIGHT_KILL
}
/**
* @file class3\deferred\pointLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
// light params
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
VARYING vec3 trans_center;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec4 getPosition(vec2 pos_screen);
vec2 getScreenXY(vec4 clip);
vec3 srgb_to_linear(vec3 c);
void main()
{
vec3 final_color = vec3(0);
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv = trans_center.xyz-pos;
float dist = length(lv);
if (dist >= size)
{
discard;
}
dist /= size;
float envIntensity;
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
float da = dot(n, lv);
if (da < 0.0)
{
discard;
}
lv = normalize(lv);
da = dot(n, lv);
float noise = texture2D(noiseMap, tc/128.0).b;
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
// Common half vectors calcs
vec3 v = -normalize(pos);
vec3 h = normalize(lv + v);
float nh, nv, vh;
calcHalfVectors(h, n, v, nh, nv, vh);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
vec3 colorSpec = vec3(0);
final_color = colorDiffuse + colorSpec;
}
else
{
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
float lit = da * dist_atten * noise;
final_color = color.rgb*lit*diffuse;
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
float sa = nh;
float fres = pow(1 - dot(h, v), 5) * 0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
final_color += lit*scol*color.rgb*spec.rgb;
}
}
if (dot(final_color, final_color) <= 0.0)
{
discard;
}
}
frag_color.rgb = final_color;
frag_color.a = 0.0;
}
/**
* @file class3\deferred\pointLightV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
uniform vec3 center;
uniform float size;
VARYING vec4 vary_fragcoord;
VARYING vec3 trans_center;
void main()
{
//transform vertex
vec3 p = position*size+center;
vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
vary_fragcoord = pos;
trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
gl_Position = pos;
}
/**
* @file class3\deferred\spotLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
uniform float size;
uniform vec3 color;
uniform float falloff;
VARYING vec3 trans_center;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
vec2 getScreenXY(vec4 clip_point);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(vec2 pos_screen);
void main()
{
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec3 final_color = vec3(0,0,0);
vec2 tc = getScreenXY(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
if (dist >= size)
{
discard;
}
dist /= size;
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, tc);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
float envIntensity;
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z < 0.0)
{
discard;
}
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
if (dist_atten <= 0.0)
{
discard;
}
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(n, lv);
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
vec3 colorSpec = vec3(0);
final_color = colorDiffuse + colorSpec;
}
else
{
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float amb_da = proj_ambiance;
float lit = 0.0;
if (da > 0.0)
{
lit = da * dist_atten * noise;
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
final_color = dlit*lit*diffuse*shadow;
amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
dlit *= min(da*6.0, 1.0) * dist_atten;
vec3 v = -normalize(pos);
//vec3 ref = dot(pos+lv, n);
vec3 h = normalize(lv + v);
float nh, nv, vh;
calcHalfVectors(h, n, v, nh, nv, vh);
float sa = nh;
float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = dlit*scol*spec.rgb*shadow;
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
}
}
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));
//output linear colors as gamma correction happens down stream
frag_color.rgb = final_color;
frag_color.a = 0.0;
#endif // LOCAL_LIGHT_KILL
}
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