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2025-05-24 18:09:39 -03:00

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GLSL

/**
* @file pbropaqueF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifndef IS_HUD
// deferred opaque implementation
uniform sampler2D diffuseMap; //always in sRGB space
uniform float metallicFactor;
uniform float roughnessFactor;
uniform vec3 emissiveColor;
uniform sampler2D bumpMap;
uniform sampler2D emissiveMap;
uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
out vec4 frag_data[4];
in vec3 vary_position;
in vec4 vertex_color;
in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
uniform vec4 clipPlane;
uniform float clipSign;
void mirrorClip(vec3 pos);
vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
uniform mat3 normal_matrix;
void main()
{
mirrorClip(vary_position);
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
basecolor *= vertex_color;
if (basecolor.a < minimum_alpha)
{
discard;
}
vec3 col = basecolor.rgb;
// from mikktspace.com
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
// RGB = Occlusion, Roughness, Metal
// default values, see LLViewerTexture::sDefaultPBRORMImagep
// occlusion 1.0
// roughness 0.0
// metal 0.0
vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
//spec.rgb = vec3(1,1,0);
//col = vec3(0,0,0);
//emissive = vary_tangent.xyz*0.5+0.5;
//emissive = vec3(sign*0.5+0.5);
//emissive = vNt * 0.5 + 0.5;
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
#if defined(HAS_EMISSIVE)
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
#endif
}
#else
// forward fullbright implementation for HUDs
uniform sampler2D diffuseMap; //always in sRGB space
uniform vec3 emissiveColor;
uniform sampler2D emissiveMap;
out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_color;
in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
void main()
{
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
}
vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
col += emissive;
// HUDs are rendered after gamma correction, output in sRGB space
frag_color.rgb = linear_to_srgb(col);
frag_color.a = 0.0;
}
#endif