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Puma_Viewer/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
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2025-05-24 18:09:39 -03:00

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GLSL

/**
* @file class1\deferred\pbrterrainUtilF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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]*/
/**
* Triplanar mapping implementation adapted from Inigo Quilez' example shader,
* MIT license.
* https://www.shadertoy.com/view/MtsGWH
* Copyright © 2015 Inigo Quilez
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions: The above copyright
* notice and this permission notice shall be included in all copies or
* substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
* WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
* TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#define TERRAIN_PBR_DETAIL_EMISSIVE 0
#define TERRAIN_PBR_DETAIL_OCCLUSION -1
#define TERRAIN_PBR_DETAIL_NORMAL -2
#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0
#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
in vec3 vary_vertex_normal;
#endif
vec3 srgb_to_linear(vec3 c);
// A relatively agressive threshold for terrain material mixing sampling
// cutoff. This ensures that only one or two materials are used in most places,
// making PBR terrain blending more performant. Should be greater than 0 to work.
#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
// A small threshold for triplanar mapping sampling cutoff. This and
// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
// per texture are used in most places, making triplanar mapping more
// performant. Should be greater than 0 to work.
// There's also an artistic design choice in the use of these factors, and the
// use of triplanar generally. Don't take these triplanar constants for granted.
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
#define SAMPLE_X 1 << 0
#define SAMPLE_Y 1 << 1
#define SAMPLE_Z 1 << 2
#define MIX_X 1 << 3
#define MIX_Y 1 << 4
#define MIX_Z 1 << 5
#define MIX_W 1 << 6
struct PBRMix
{
vec4 col; // RGB color with alpha, linear space
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
vec3 orm; // Occlusion, roughness, metallic
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
vec2 rm; // Roughness, metallic
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
vec3 vNt; // Unpacked normal texture sample, vector
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
vec3 emissive; // RGB emissive color, linear space
#endif
};
PBRMix init_pbr_mix()
{
PBRMix mix;
mix.col = vec4(0);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
mix.orm = vec3(0);
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
mix.rm = vec2(0);
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
mix.vNt = vec3(0);
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
mix.emissive = vec3(0);
#endif
return mix;
}
// Usage example, for two weights:
// vec2 weights = ... // Weights must add up to 1
// PBRMix mix = init_pbr_mix();
// PBRMix mix1 = ...
// mix = mix_pbr(mix, mix1, weights.x);
// PBRMix mix2 = ...
// mix = mix_pbr(mix, mix2, weights.y);
PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
{
PBRMix mix;
mix.col = mix1.col + (mix2.col * mix2_weight);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
mix.orm = mix1.orm + (mix2.orm * mix2_weight);
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
mix.rm = mix1.rm + (mix2.rm * mix2_weight);
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
#endif
return mix;
}
PBRMix sample_pbr(
vec2 uv
, sampler2D tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, sampler2D tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, sampler2D tex_vNt
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, sampler2D tex_emissive
#endif
)
{
PBRMix mix;
mix.col = texture(tex_col, uv);
mix.col.rgb = srgb_to_linear(mix.col.rgb);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
mix.orm = texture(tex_orm, uv).xyz;
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
mix.rm = texture(tex_orm, uv).yz;
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
#endif
return mix;
}
struct TerrainTriplanar
{
vec3 weight;
int type;
};
struct TerrainMix
{
vec4 weight;
int type;
};
#define TerrainMixSample vec4[4]
#define TerrainMixSample3 vec3[4]
TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
{
TerrainMix tm;
vec4 sample_x = vec4(1,0,0,0);
vec4 sample_y = vec4(0,1,0,0);
vec4 sample_z = vec4(0,0,1,0);
vec4 sample_w = vec4(0,0,0,1);
tm.weight = mix( mix(sample_w, sample_z, alpha2), mix(sample_y, sample_x, alpha1), alphaFinal );
tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD;
ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
// Prevent negative weights and keep weights balanced
tm.weight = tm.weight*vec4(usage);
tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w);
tm.type = (usage.x * MIX_X) |
(usage.y * MIX_Y) |
(usage.z * MIX_Z) |
(usage.w * MIX_W);
return tm;
}
// A paintmap weight applier for 4 swatches. The input saves a channel by not
// storing swatch 1, and assuming the weights of the 4 swatches add to 1.
// The components of weight3 should be between 0 and 1
// The sum of the components of weight3 should be between 0 and 1
TerrainMix get_terrain_usage_from_weight3(vec3 weight3)
{
// These steps ensure the output weights add to between 0 and 1
weight3.xyz = max(vec3(0.0), weight3.xyz);
weight3.xyz /= max(1.0, weight3.x + weight3.y + weight3.z);
TerrainMix tm;
// Extract the first weight from the other weights
tm.weight.x = 1.0 - (weight3.x + weight3.y + weight3.z);
tm.weight.yzw = weight3.xyz;
ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
tm.type = (usage.x * MIX_X) |
(usage.y * MIX_Y) |
(usage.z * MIX_Z) |
(usage.w * MIX_W);
return tm;
}
// Inverse of get_terrain_usage_from_weight3, excluding usage flags
// The components of weight should be between 0 and 1
// The sum of the components of weight should be 1
vec3 get_weight3_from_terrain_weight(vec4 weight)
{
// These steps ensure the input weights add to 1
weight = max(vec4(0.0), weight);
weight.x += 1.0 - sign(weight.x + weight.y + weight.z + weight.w);
weight /= weight.x + weight.y + weight.z + weight.w;
// Then return the input weights with the first weight truncated
return weight.yzw;
}
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
TerrainTriplanar _t_triplanar()
{
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
weight_signed -= vec3(threshold);
TerrainTriplanar tw;
// *NOTE: Make sure the threshold doesn't affect the materials
tw.weight = max(vec3(0), weight_signed);
tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
tw.type = ((usage.x) * SAMPLE_X) |
((usage.y) * SAMPLE_Y) |
((usage.z) * SAMPLE_Z);
return tw;
}
#endif
// Assume weights add to 1
float terrain_mix(TerrainMix tm, vec4 tms4)
{
return (tm.weight.x * tms4[0]) +
(tm.weight.y * tms4[1]) +
(tm.weight.z * tms4[2]) +
(tm.weight.w * tms4[3]);
}
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
// Triplanar mapping
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[3]
// If sign_or_zero is positive, use uv_unflippped, otherwise use uv_flipped
vec2 _t_uv(vec2 uv_unflipped, vec2 uv_flipped, float sign_or_zero)
{
return mix(uv_flipped, uv_unflipped, max(0.0, sign_or_zero));
}
vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
{
// Assume normal is unpacked
vec3 vNt1 = vNt0;
// Get sign
float sign = sign_or_zero;
// Handle case where sign is 0
sign = (2.0*sign) + 1.0;
sign /= abs(sign);
// If the sign is negative, rotate normal by 180 degrees
vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
return vNt1;
}
// Triplanar-specific normal texture fixes
vec3 _t_normal_post_x(vec3 vNt0, float tangent_sign)
{
vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
// *HACK: Transform normals according to orientation of the UVs
vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
vNt_x.xy *= tangent_sign;
return vNt_x;
}
vec3 _t_normal_post_y(vec3 vNt0)
{
vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
// *HACK: Transform normals according to orientation of the UVs
vNt_y.xy = -vNt_y.xy;
return vNt_y;
}
vec3 _t_normal_post_z(vec3 vNt0)
{
vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
return vNt_z;
}
PBRMix terrain_sample_pbr(
TerrainCoord terrain_coord
, TerrainTriplanar tw
, sampler2D tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, sampler2D tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, sampler2D tex_vNt
, float tangent_sign
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, sampler2D tex_emissive
#endif
)
{
PBRMix mix = init_pbr_mix();
#define get_uv_x() _t_uv(terrain_coord[0].zw, terrain_coord[1].zw, sign(vary_vertex_normal.x))
#define get_uv_y() _t_uv(terrain_coord[1].xy, terrain_coord[2].xy, sign(vary_vertex_normal.y))
#define get_uv_z() _t_uv(terrain_coord[0].xy, vec2(0), sign(vary_vertex_normal.z))
switch (tw.type & SAMPLE_X)
{
case SAMPLE_X:
PBRMix mix_x = sample_pbr(
get_uv_x()
, tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, tex_vNt
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, tex_emissive
#endif
);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
// Triplanar-specific normal texture fix
mix_x.vNt = _t_normal_post_x(mix_x.vNt, tangent_sign);
#endif
mix = mix_pbr(mix, mix_x, tw.weight.x);
break;
default:
break;
}
switch (tw.type & SAMPLE_Y)
{
case SAMPLE_Y:
PBRMix mix_y = sample_pbr(
get_uv_y()
, tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, tex_vNt
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, tex_emissive
#endif
);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
// Triplanar-specific normal texture fix
mix_y.vNt = _t_normal_post_y(mix_y.vNt);
#endif
mix = mix_pbr(mix, mix_y, tw.weight.y);
break;
default:
break;
}
switch (tw.type & SAMPLE_Z)
{
case SAMPLE_Z:
PBRMix mix_z = sample_pbr(
get_uv_z()
, tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, tex_vNt
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, tex_emissive
#endif
);
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
// Triplanar-specific normal texture fix
// *NOTE: Bottom face has not been tested
mix_z.vNt = _t_normal_post_z(mix_z.vNt);
#endif
mix = mix_pbr(mix, mix_z, tw.weight.z);
break;
default:
break;
}
return mix;
}
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
#define TerrainCoord vec2
#define terrain_sample_pbr sample_pbr
#endif
PBRMix multiply_factors_pbr(
PBRMix mix_in
, vec4 factor_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
, vec3 factor_orm
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, vec2 factor_rm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, vec3 factor_emissive
#endif
)
{
PBRMix mix = mix_in;
mix.col *= factor_col;
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
mix.orm *= factor_orm;
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
mix.rm *= factor_rm;
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
mix.emissive *= factor_emissive;
#endif
return mix;
}
PBRMix terrain_sample_and_multiply_pbr(
TerrainCoord terrain_coord
, sampler2D tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, sampler2D tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, sampler2D tex_vNt
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
, float tangent_sign
#endif
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, sampler2D tex_emissive
#endif
, vec4 factor_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
, vec3 factor_orm
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, vec2 factor_rm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, vec3 factor_emissive
#endif
)
{
PBRMix mix = terrain_sample_pbr(
terrain_coord
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
, _t_triplanar()
#endif
, tex_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, tex_orm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
, tex_vNt
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
, tangent_sign
#endif
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, tex_emissive
#endif
);
mix = multiply_factors_pbr(mix
, factor_col
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
, factor_orm
#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
, factor_rm
#endif
#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, factor_emissive
#endif
);
return mix;
}