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