diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-08-24 15:17:38 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2018-08-24 15:17:38 +0200 |
commit | 1ae7a78d8b7566c8421dda4a061e10c8278f7760 (patch) | |
tree | b3c660b904a634244f4b8f1a981b5cd0837307b3 | |
parent | cf217627c7b31dfce5b142351dbd93184a96db5c (diff) | |
parent | e68b96928bbc9814519534acd89003db33279858 (diff) |
Merge pull request #21364 from akien-mga/shaders-style
Style: Fix code formatting in GLSL shaders
35 files changed, 2298 insertions, 2874 deletions
diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl index 4e0d066823..d019062ba0 100644 --- a/drivers/gles2/shaders/blend_shape.glsl +++ b/drivers/gles2/shaders/blend_shape.glsl @@ -1,6 +1,5 @@ [vertex] - /* from VisualServer: @@ -23,56 +22,56 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ -layout(location=0) in highp VFORMAT vertex_attrib; -layout(location=1) in vec3 normal_attrib; +layout(location = 0) in highp VFORMAT vertex_attrib; +layout(location = 1) in vec3 normal_attrib; #ifdef ENABLE_TANGENT -layout(location=2) in vec4 tangent_attrib; +layout(location = 2) in vec4 tangent_attrib; #endif #ifdef ENABLE_COLOR -layout(location=3) in vec4 color_attrib; +layout(location = 3) in vec4 color_attrib; #endif #ifdef ENABLE_UV -layout(location=4) in vec2 uv_attrib; +layout(location = 4) in vec2 uv_attrib; #endif #ifdef ENABLE_UV2 -layout(location=5) in vec2 uv2_attrib; +layout(location = 5) in vec2 uv2_attrib; #endif #ifdef ENABLE_SKELETON -layout(location=6) in ivec4 bone_attrib; -layout(location=7) in vec4 weight_attrib; +layout(location = 6) in ivec4 bone_attrib; +layout(location = 7) in vec4 weight_attrib; #endif /* BLEND ATTRIBS */ #ifdef ENABLE_BLEND -layout(location=8) in highp VFORMAT vertex_attrib_blend; -layout(location=9) in vec3 normal_attrib_blend; +layout(location = 8) in highp VFORMAT vertex_attrib_blend; +layout(location = 9) in vec3 normal_attrib_blend; #ifdef ENABLE_TANGENT -layout(location=10) in vec4 tangent_attrib_blend; +layout(location = 10) in vec4 tangent_attrib_blend; #endif #ifdef ENABLE_COLOR -layout(location=11) in vec4 color_attrib_blend; +layout(location = 11) in vec4 color_attrib_blend; #endif #ifdef ENABLE_UV -layout(location=12) in vec2 uv_attrib_blend; +layout(location = 12) in vec2 uv_attrib_blend; #endif #ifdef ENABLE_UV2 -layout(location=13) in vec2 uv2_attrib_blend; +layout(location = 13) in vec2 uv2_attrib_blend; #endif #ifdef ENABLE_SKELETON -layout(location=14) in ivec4 bone_attrib_blend; -layout(location=15) in vec4 weight_attrib_blend; +layout(location = 14) in ivec4 bone_attrib_blend; +layout(location = 15) in vec4 weight_attrib_blend; #endif #endif @@ -110,7 +109,6 @@ uniform float blend_amount; void main() { - #ifdef ENABLE_BLEND vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; @@ -140,7 +138,6 @@ void main() { uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount; #endif - #ifdef ENABLE_SKELETON bone_out = bone_attrib_blend; @@ -149,7 +146,6 @@ void main() { #else //ENABLE_BLEND - vertex_out = vertex_attrib * blend_amount; #ifdef ENABLE_NORMAL @@ -177,7 +173,6 @@ void main() { uv2_out = uv2_attrib * blend_amount; #endif - #ifdef ENABLE_SKELETON bone_out = bone_attrib; @@ -190,8 +185,6 @@ void main() { [fragment] - void main() { } - diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index e97822f9bf..cee68a58ff 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -75,7 +75,7 @@ void main() { #endif { - vec2 src_vtx=outvec.xy; + vec2 src_vtx = outvec.xy; VERTEX_SHADER_CODE } @@ -83,7 +83,6 @@ VERTEX_SHADER_CODE color_interp = color; gl_Position = projection_matrix * modelview_matrix * outvec; - } [fragment] @@ -121,7 +120,6 @@ uniform vec2 screen_pixel_size; FRAGMENT_SHADER_GLOBALS - void main() { vec4 color = color_interp; @@ -135,11 +133,9 @@ void main() { FRAGMENT_SHADER_CODE - } color *= final_modulate; gl_FragColor = color; - } diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index c757990de0..81af486101 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -1,20 +1,18 @@ [vertex] - - uniform highp mat4 projection_matrix; uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; -layout(location=0) in highp vec3 vertex; +layout(location = 0) in highp vec3 vertex; out highp vec4 position_interp; void main() { - gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); - position_interp=gl_Position; + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); + position_interp = gl_Position; } [fragment] @@ -23,27 +21,26 @@ in highp vec4 position_interp; #ifdef USE_RGBA_SHADOWS -layout(location=0) out lowp vec4 distance_buf; +layout(location = 0) out lowp vec4 distance_buf; #else -layout(location=0) out highp float distance_buf; +layout(location = 0) out highp float distance_buf; #endif void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; //bias; #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - distance_buf=comp; + distance_buf = comp; #else - distance_buf=depth; + distance_buf = depth; #endif } - diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index feaeb2152b..6e9aad2a5d 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -85,17 +85,15 @@ uniform float custom_alpha; vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y) - ); + atan(normal.x, normal.z), + acos(normal.y)); - if(st.x < 0.0) - st.x += M_PI*2.0; + if (st.x < 0.0) + st.x += M_PI * 2.0; - st/=vec2(M_PI*2.0,M_PI); - - return texture2D(pano,st); + st /= vec2(M_PI * 2.0, M_PI); + return texture2D(pano, st); } #endif @@ -109,16 +107,15 @@ void main() { #elif defined(USE_CUBEMAP) vec4 color = textureCube(source_cube, normalize(cube_interp)); #else - vec4 color = texture2D( source, uv_interp ); + vec4 color = texture2D(source, uv_interp); #endif - #ifdef USE_NO_ALPHA - color.a=1.0; + color.a = 1.0; #endif #ifdef USE_CUSTOM_ALPHA - color.a=custom_alpha; + color.a = custom_alpha; #endif #ifdef USE_MULTIPLIER diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl index 0b3f53a870..b44aab8946 100644 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -39,55 +39,53 @@ uniform highp float bias; void main() { - highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 ); -/* - if(z_flip) { - normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0); + /* + if (z_flip) { + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); } else { - normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); } -*/ + */ - //normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); - //normal.xy*=1.0+normal.z; + //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + //normal.xy *= 1.0 + normal.z; - normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); normal = normalize(normal); + /* + normal.z = 0.5; + normal = normalize(normal); + */ -/* - normal.z=0.5; - normal=normalize(normal); -*/ if (!z_flip) { - normal.z=-normal.z; + normal.z = -normal.z; } //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); - float depth = textureCube(source_cube,normal).r; + float depth = textureCube(source_cube, normal).r; // absolute values for direction cosines, bigger value equals closer to basis axis vec3 unorm = abs(normal); - if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { - // x code - unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ; - } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { - // y code - unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ; - } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { - // z code - unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ; + if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { + // x code + unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); + } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { + // y code + unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); + } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { + // z code + unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); } else { - // oh-no we messed up code - // has to be - unorm = vec3( 1.0, 0.0, 0.0 ); + // oh-no we messed up code + // has to be + unorm = vec3(1.0, 0.0, 0.0); } - float depth_fix = 1.0 / dot(normal,unorm); - + float depth_fix = 1.0 / dot(normal, unorm); depth = 2.0 * depth - 1.0; float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); - gl_FragDepth = (linear_depth*depth_fix+bias) / z_far; + gl_FragDepth = (linear_depth * depth_fix + bias) / z_far; } - diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 35f0a16325..6c26c5ce89 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -15,8 +15,8 @@ varying highp vec2 uv_interp; void main() { - uv_interp=uv; - gl_Position=vec4(vertex,0,1); + uv_interp = uv; + gl_Position = vec4(vertex, 0, 1); } [fragment] @@ -65,17 +65,15 @@ uniform sampler2D radical_inverse_vdc_cache; // texunit:1 vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y) - ); + atan(normal.x, normal.z), + acos(normal.y)); - if(st.x < 0.0) - st.x += M_PI*2.0; + if (st.x < 0.0) + st.x += M_PI * 2.0; - st/=vec2(M_PI*2.0,M_PI); - - return texture2DLod(pano,st,0.0); + st /= vec2(M_PI * 2.0, M_PI); + return texture2DLod(pano, st, 0.0); } #endif @@ -84,24 +82,24 @@ vec3 texelCoordToVec(vec2 uv, int faceID) { mat3 faceUvVectors[6]; // -x - faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face // +x faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face // -y - faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face // +y - faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z - faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face // -z faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x @@ -109,9 +107,9 @@ vec3 texelCoordToVec(vec2 uv, int faceID) { faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face // +z - faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; @@ -123,7 +121,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { // Compute distribution direction float Phi = 2.0 * M_PI * Xi.x; - float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y)); float SinTheta = sqrt(1.0 - CosTheta * CosTheta); // Convert to spherical direction @@ -179,14 +177,10 @@ void main() { #endif sum.a += NdotL; - } - } sum /= sum.a; gl_FragColor = vec4(sum.rgb, 1.0); - } - diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl index b5f98a1244..0e2d28af20 100644 --- a/drivers/gles2/shaders/effect_blur.glsl +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -39,7 +38,6 @@ uniform sampler2D source_ssao; //texunit:1 uniform float lod; uniform vec2 pixel_size; - layout(location = 0) out vec4 frag_color; #ifdef SSAO_MERGE @@ -48,31 +46,31 @@ uniform vec4 ssao_color; #endif -#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) +#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif -#if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) +#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) #ifdef DOF_QUALITY_LOW -const int dof_kernel_size=5; -const int dof_kernel_from=2; -const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); +const int dof_kernel_size = 5; +const int dof_kernel_from = 2; +const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); #endif #ifdef DOF_QUALITY_MEDIUM -const int dof_kernel_size=11; -const int dof_kernel_from=5; -const float dof_kernel[11] = float[] (0.055037,0.072806,0.090506,0.105726,0.116061,0.119726,0.116061,0.105726,0.090506,0.072806,0.055037); +const int dof_kernel_size = 11; +const int dof_kernel_from = 5; +const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); #endif #ifdef DOF_QUALITY_HIGH -const int dof_kernel_size=21; -const int dof_kernel_from=10; -const float dof_kernel[21] = float[] (0.028174,0.032676,0.037311,0.041944,0.046421,0.050582,0.054261,0.057307,0.059587,0.060998,0.061476,0.060998,0.059587,0.057307,0.054261,0.050582,0.046421,0.041944,0.037311,0.032676,0.028174); +const int dof_kernel_size = 21; +const int dof_kernel_from = 10; +const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif uniform sampler2D dof_source_depth; //texunit:1 @@ -88,7 +86,6 @@ uniform sampler2D source_dof_original; //texunit:2 #endif - #ifdef GLOW_FIRST_PASS uniform float exposure; @@ -112,53 +109,51 @@ uniform float camera_z_near; void main() { - - #ifdef GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; - pix_size*=0.5; //reading from larger buffer, so use more samples - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; - color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; - color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; + color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; + color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; frag_color = color; #endif #ifdef GAUSSIAN_VERTICAL - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; - color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136; - color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136; + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; + color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; + color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; + color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; + color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; frag_color = color; #endif -//glow uses larger sigma for a more rounded blur effect + //glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; - pix_size*=0.5; //reading from larger buffer, so use more samples - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; - color*=glow_strength; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; + color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; + color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; + color *= glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; - color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; - color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; - color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; - color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; - color*=glow_strength; + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; + color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; + color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; + color *= glow_strength; frag_color = color; #endif @@ -166,47 +161,45 @@ void main() { vec4 color_accum = vec4(0.0); - float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; + float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif - float amount = smoothstep(dof_begin,dof_end,depth); - float k_accum=0.0; + float amount = smoothstep(dof_begin, dof_end, depth); + float k_accum = 0.0; - for(int i=0;i<dof_kernel_size;i++) { + for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i-dof_kernel_from; + int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; float tap_k = dof_kernel[i]; - float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif - float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0); - tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect - - vec4 tap_color = textureLod( source_color, tap_uv, 0.0) * tap_k; - - k_accum+=tap_k*tap_amount; - color_accum+=tap_color*tap_amount; + float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; + k_accum += tap_k * tap_amount; + color_accum += tap_color * tap_amount; } - if (k_accum>0.0) { - color_accum/=k_accum; + if (k_accum > 0.0) { + color_accum /= k_accum; } - frag_color = color_accum;///k_accum; + frag_color = color_accum; ///k_accum; #endif @@ -214,47 +207,45 @@ void main() { vec4 color_accum = vec4(0.0); - float max_accum=0; + float max_accum = 0; - for(int i=0;i<dof_kernel_size;i++) { + for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i-dof_kernel_from; + int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; - float ofs_influence = max(0.0,1.0-float(abs(int_ofs))/float(dof_kernel_from)); + float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); float tap_k = dof_kernel[i]; - vec4 tap_color = textureLod( source_color, tap_uv, 0.0); + vec4 tap_color = textureLod(source_color, tap_uv, 0.0); - float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif - float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth); - tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect #ifdef DOF_NEAR_FIRST_TAP - tap_color.a= 1.0-smoothstep(dof_end,dof_begin,tap_depth); + tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); #endif - max_accum=max(max_accum,tap_amount*ofs_influence); - - color_accum+=tap_color*tap_k; + max_accum = max(max_accum, tap_amount * ofs_influence); + color_accum += tap_color * tap_k; } - color_accum.a=max(color_accum.a,sqrt(max_accum)); - + color_accum.a = max(color_accum.a, sqrt(max_accum)); #ifdef DOF_NEAR_BLUR_MERGE - vec4 original = textureLod( source_dof_original, uv_interp, 0.0); - color_accum = mix(original,color_accum,color_accum.a); + vec4 original = textureLod(source_dof_original, uv_interp, 0.0); + color_accum = mix(original, color_accum, color_accum.a); #endif @@ -265,37 +256,32 @@ void main() { #endif - - #ifdef GLOW_FIRST_PASS #ifdef GLOW_USE_AUTO_EXPOSURE - frag_color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; + frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; #endif - frag_color*=exposure; + frag_color *= exposure; - float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); - float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom ); + float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); + float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); frag_color *= feedback; #endif - #ifdef SIMPLE_COPY - vec4 color =textureLod( source_color, uv_interp,0.0); + vec4 color = textureLod(source_color, uv_interp, 0.0); frag_color = color; #endif #ifdef SSAO_MERGE - vec4 color =textureLod( source_color, uv_interp,0.0); - float ssao =textureLod( source_ssao, uv_interp,0.0).r; + vec4 color = textureLod(source_color, uv_interp, 0.0); + float ssao = textureLod(source_ssao, uv_interp, 0.0).r; - frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 ); + frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); #endif - - } diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl index 001b90a0f1..18fff1ae36 100644 --- a/drivers/gles2/shaders/exposure.glsl +++ b/drivers/gles2/shaders/exposure.glsl @@ -1,18 +1,14 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; - +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - } [fragment] - uniform highp sampler2D source_exposure; //texunit:0 #ifdef EXPOSURE_BEGIN @@ -33,66 +29,56 @@ uniform highp float max_luminance; layout(location = 0) out highp float exposure; - - void main() { - - #ifdef EXPOSURE_BEGIN - - ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size; + ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size; #if 1 //more precise and expensive, but less jittery - ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size; - next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel - highp vec3 source_color=vec3(0.0); - for(int i=src_pos.x;i<next_pos.x;i++) { - for(int j=src_pos.y;j<next_pos.y;j++) { - source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb; + ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size; + next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel + highp vec3 source_color = vec3(0.0); + for (int i = src_pos.x; i < next_pos.x; i++) { + for (int j = src_pos.y; j < next_pos.y; j++) { + source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb; } } - source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) ); + source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y)); #else - highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb; + highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb; #endif - exposure = max(source_color.r,max(source_color.g,source_color.b)); + exposure = max(source_color.r, max(source_color.g, source_color.b)); #else ivec2 coord = ivec2(gl_FragCoord.xy); - exposure = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r; - exposure *= (1.0/9.0); + exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r; + exposure *= (1.0 / 9.0); #ifdef EXPOSURE_END #ifdef EXPOSURE_FORCE_SET //will stay as is #else - highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure - exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance); + highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure + exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance); #endif //EXPOSURE_FORCE_SET - #endif //EXPOSURE_END #endif //EXPOSURE_BEGIN - - } - - diff --git a/drivers/gles2/shaders/particles.glsl b/drivers/gles2/shaders/particles.glsl index a62c124dfe..5af4b65b28 100644 --- a/drivers/gles2/shaders/particles.glsl +++ b/drivers/gles2/shaders/particles.glsl @@ -1,14 +1,11 @@ [vertex] - - -layout(location=0) in highp vec4 color; -layout(location=1) in highp vec4 velocity_active; -layout(location=2) in highp vec4 custom; -layout(location=3) in highp vec4 xform_1; -layout(location=4) in highp vec4 xform_2; -layout(location=5) in highp vec4 xform_3; - +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_active; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +layout(location = 5) in highp vec4 xform_3; struct Attractor { @@ -39,7 +36,6 @@ uniform float lifetime; uniform mat4 emission_transform; uniform uint random_seed; - out highp vec4 out_color; //tfb: out highp vec4 out_velocity_active; //tfb: out highp vec4 out_custom; //tfb: @@ -47,7 +43,6 @@ out highp vec4 out_xform_1; //tfb: out highp vec4 out_xform_2; //tfb: out highp vec4 out_xform_3; //tfb: - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:0 @@ -58,7 +53,6 @@ MATERIAL_UNIFORMS #endif - VERTEX_SHADER_GLOBALS uint hash(uint x) { @@ -69,13 +63,12 @@ uint hash(uint x) { return x; } - void main() { #ifdef PARTICLES_COPY - out_color=color; - out_velocity_active=velocity_active; + out_color = color; + out_velocity_active = velocity_active; out_custom = custom; out_xform_1 = xform_1; out_xform_2 = xform_2; @@ -83,34 +76,34 @@ void main() { #else - bool apply_forces=true; - bool apply_velocity=true; - float local_delta=delta; + bool apply_forces = true; + bool apply_velocity = true; + float local_delta = delta; float mass = 1.0; - float restart_phase = float(gl_VertexID)/float(total_particles); + float restart_phase = float(gl_VertexID) / float(total_particles); - if (randomness>0.0) { + if (randomness > 0.0) { uint seed = cycle; if (restart_phase >= system_phase) { - seed-=uint(1); + seed -= uint(1); } - seed*=uint(total_particles); - seed+=uint(gl_VertexID); + seed *= uint(total_particles); + seed += uint(gl_VertexID); float random = float(hash(seed) % uint(65536)) / 65536.0; - restart_phase+=randomness * random * 1.0 / float(total_particles); + restart_phase += randomness * random * 1.0 / float(total_particles); } - restart_phase*= (1.0-explosiveness); - bool restart=false; + restart_phase *= (1.0 - explosiveness); + bool restart = false; bool shader_active = velocity_active.a > 0.5; if (system_phase > prev_system_phase) { // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed - if (restart_phase >= prev_system_phase && restart_phase < system_phase ) { - restart=true; + if (restart_phase >= prev_system_phase && restart_phase < system_phase) { + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif @@ -118,12 +111,12 @@ void main() { } else { if (restart_phase >= prev_system_phase) { - restart=true; + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (1.0 - restart_phase + system_phase) * lifetime; #endif - } else if (restart_phase < system_phase ) { - restart=true; + } else if (restart_phase < system_phase) { + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif @@ -133,14 +126,14 @@ void main() { uint current_cycle = cycle; if (system_phase < restart_phase) { - current_cycle-=uint(1); + current_cycle -= uint(1); } uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); int index = int(gl_VertexID); if (restart) { - shader_active=emitting; + shader_active = emitting; } mat4 xform; @@ -150,30 +143,31 @@ void main() { #else if (clear || restart) { #endif - out_color=vec4(1.0); - out_velocity_active=vec4(0.0); - out_custom=vec4(0.0); + out_color = vec4(1.0); + out_velocity_active = vec4(0.0); + out_custom = vec4(0.0); if (!restart) - shader_active=false; + shader_active = false; xform = mat4( - vec4(1.0,0.0,0.0,0.0), - vec4(0.0,1.0,0.0,0.0), - vec4(0.0,0.0,1.0,0.0), - vec4(0.0,0.0,0.0,1.0) - ); + vec4(1.0, 0.0, 0.0, 0.0), + vec4(0.0, 1.0, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 1.0)); } else { - out_color=color; - out_velocity_active=velocity_active; - out_custom=custom; - xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); + out_color = color; + out_velocity_active = velocity_active; + out_custom = custom; + xform = transpose(mat4(xform_1, xform_2, xform_3, vec4(vec3(0.0), 1.0))); } if (shader_active) { //execute shader { + VERTEX_SHADER_CODE + } #if !defined(DISABLE_FORCE) @@ -181,26 +175,25 @@ VERTEX_SHADER_CODE if (false) { vec3 force = vec3(0.0); - for(int i=0;i<attractor_count;i++) { + for (int i = 0; i < attractor_count; i++) { vec3 rel_vec = xform[3].xyz - attractors[i].pos; float dist = length(rel_vec); if (attractors[i].radius < dist) continue; - if (attractors[i].eat_radius>0.0 && attractors[i].eat_radius > dist) { - out_velocity_active.a=0.0; + if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) { + out_velocity_active.a = 0.0; } rel_vec = normalize(rel_vec); - float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation); + float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation); - if (attractors[i].dir==vec3(0.0)) { + if (attractors[i].dir == vec3(0.0)) { //towards center - force+=attractors[i].strength * rel_vec * attenuation * mass; + force += attractors[i].strength * rel_vec * attenuation * mass; } else { - force+=attractors[i].strength * attractors[i].dir * attenuation *mass; - + force += attractors[i].strength * attractors[i].dir * attenuation * mass; } } @@ -216,26 +209,24 @@ VERTEX_SHADER_CODE } #endif } else { - xform=mat4(0.0); + xform = mat4(0.0); } xform = transpose(xform); - out_velocity_active.a = mix(0.0,1.0,shader_active); + out_velocity_active.a = mix(0.0, 1.0, shader_active); out_xform_1 = xform[0]; out_xform_2 = xform[1]; out_xform_3 = xform[2]; #endif //PARTICLES_COPY - } [fragment] //any code here is never executed, stuff is filled just so it works - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { diff --git a/drivers/gles2/shaders/resolve.glsl b/drivers/gles2/shaders/resolve.glsl index 0b50a9c57b..05bb922eec 100644 --- a/drivers/gles2/shaders/resolve.glsl +++ b/drivers/gles2/shaders/resolve.glsl @@ -1,12 +1,10 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; - void main() { uv_interp = uv_in; @@ -31,14 +29,12 @@ layout(location = 0) out vec4 frag_color; void main() { - vec4 specular = texture( source_specular, uv_interp ); + vec4 specular = texture(source_specular, uv_interp); #ifdef USE_SSR - - vec4 ssr = textureLod(source_ssr,uv_interp,0.0); - specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); + vec4 ssr = textureLod(source_ssr, uv_interp, 0.0); + specular.rgb = mix(specular.rgb, ssr.rgb * specular.a, ssr.a); #endif - frag_color = vec4(specular.rgb,1.0); + frag_color = vec4(specular.rgb, 1.0); } - diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 2c9d4f01a3..8bcb3b5f1d 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -10,8 +10,6 @@ precision mediump int; #include "stdlib.glsl" - - // // attributes // @@ -66,8 +64,6 @@ attribute highp vec4 instance_custom_data; // attrib:8 #endif - - // // uniforms // @@ -88,7 +84,6 @@ uniform float light_bias; uniform float light_normal_bias; #endif - // // varyings // @@ -113,7 +108,6 @@ varying vec2 uv_interp; varying vec2 uv2_interp; #endif - VERTEX_SHADER_GLOBALS void main() { @@ -124,10 +118,11 @@ void main() { #ifdef USE_INSTANCING { - highp mat4 m = mat4(instance_xform_row_0, - instance_xform_row_1, - instance_xform_row_2, - vec4(0.0, 0.0, 0.0, 1.0)); + highp mat4 m = mat4( + instance_xform_row_0, + instance_xform_row_1, + instance_xform_row_2, + vec4(0.0, 0.0, 0.0, 1.0)); world_matrix = world_matrix * transpose(m); } #endif @@ -161,7 +156,7 @@ void main() { normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((world_matrix * vec4(tangent, 0.0)),xyz); + tangent = normalize((world_matrix * vec4(tangent, 0.0)), xyz); binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz); #endif #endif @@ -185,11 +180,12 @@ void main() { for (int i = 0; i < 4; i++) { ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); - highp mat4 b = mat4(texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), - vec4(0.0, 0.0, 0.0, 1.0)); - + highp mat4 b = mat4( + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), + vec4(0.0, 0.0, 0.0, 1.0)); + bone_transform += transpose(b) * bone_weights[i]; } } @@ -199,7 +195,6 @@ void main() { world_matrix = bone_transform * world_matrix; #endif - #ifdef USE_INSTANCING vec4 instance_custom = instance_custom_data; #else @@ -207,7 +202,6 @@ void main() { #endif - mat4 modelview = camera_matrix * world_matrix; #define world_transform world_matrix @@ -258,7 +252,6 @@ VERTEX_SHADER_CODE #endif gl_Position = projection_matrix * vec4(vertex_interp, 1.0); - } [fragment] @@ -294,7 +287,6 @@ uniform mat4 world_transform; uniform highp float time; - #ifdef SCREEN_UV_USED uniform vec2 screen_pixel_size; #endif @@ -348,7 +340,6 @@ uniform float light_spot_attenuation; uniform float light_spot_range; uniform float light_spot_angle; - // shadows uniform highp sampler2D light_shadow_atlas; //texunit:-4 uniform float light_has_shadow; @@ -367,7 +358,6 @@ uniform mat4 light_shadow_matrix3; uniform mat4 light_shadow_matrix4; #endif - // // varyings // @@ -402,27 +392,27 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { FRAGMENT_SHADER_GLOBALS - #ifdef LIGHT_PASS -void light_compute(vec3 N, - vec3 L, - vec3 V, - vec3 B, - vec3 T, - vec3 light_color, - vec3 attenuation, - vec3 diffuse_color, - vec3 transmission, - float specular_blob_intensity, - float roughness, - float metallic, - float rim, - float rim_tint, - float clearcoat, - float clearcoat_gloss, - float anisotropy, - inout vec3 diffuse_light, - inout vec3 specular_light) { +void light_compute( + vec3 N, + vec3 L, + vec3 V, + vec3 B, + vec3 T, + vec3 light_color, + vec3 attenuation, + vec3 diffuse_color, + vec3 transmission, + float specular_blob_intensity, + float roughness, + float metallic, + float rim, + float rim_tint, + float clearcoat, + float clearcoat_gloss, + float anisotropy, + inout vec3 diffuse_light, + inout vec3 specular_light) { float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); @@ -435,7 +425,7 @@ void light_compute(vec3 N, // TODO hardcode Oren Nayar for now float diffuse_brdf_NL; - diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); // diffuse_brdf_NL = cNdotL * (1.0 / M_PI); diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; @@ -444,25 +434,21 @@ void light_compute(vec3 N, { // calculate specular reflection - vec3 R = normalize(-reflect(L,N)); + vec3 R = normalize(-reflect(L, N)); float cRdotV = max(dot(R, V), 0.0); float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0); specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity; - } } - - - // shadows -float sample_shadow(highp sampler2D shadow, - vec2 shadow_pixel_size, - vec2 pos, - float depth, - vec4 clamp_rect) -{ +float sample_shadow( + highp sampler2D shadow, + vec2 shadow_pixel_size, + vec2 pos, + float depth, + vec4 clamp_rect) { // vec4 depth_value = texture2D(shadow, pos); // return depth_value.z; @@ -470,11 +456,9 @@ float sample_shadow(highp sampler2D shadow, // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0; } - #endif -void main() -{ +void main() { highp vec3 vertex = vertex_interp; vec3 albedo = vec3(1.0); @@ -498,7 +482,6 @@ void main() float ao_light_affect = 0.0; #endif - #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) vec3 binormal = normalize(binormal_interp) * side; vec3 tangent = normalize(tangent_interp) * side; @@ -513,7 +496,6 @@ void main() #endif float normaldepth = 1.0; - #ifdef ALPHA_SCISSOR_USED float alpha_scissor = 0.5; #endif @@ -526,7 +508,6 @@ void main() FRAGMENT_SHADER_CODE - } #if defined(ENABLE_NORMALMAP) @@ -572,7 +553,7 @@ FRAGMENT_SHADER_CODE vec3 attenuation = vec3(omni_attenuation); if (light_has_shadow > 0.5) { - highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz; + highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz; float shadow_len = length(splane); splane = normalize(splane); @@ -601,25 +582,26 @@ FRAGMENT_SHADER_CODE } } - light_compute(normal, - normalize(light_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - attenuation, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); + light_compute( + normal, + normalize(light_vec), + eye_position, + binormal, + tangent, + light_color.xyz * light_energy, + attenuation, + albedo, + transmission, + specular * light_specular, + roughness, + metallic, + rim, + rim_tint, + clearcoat, + clearcoat_gloss, + anisotropy, + diffuse_light, + specular_light); } else if (light_type == LIGHT_TYPE_DIRECTIONAL) { @@ -638,133 +620,130 @@ FRAGMENT_SHADER_CODE if (depth_z < light_split_offsets.x) { #endif - vec3 pssm_coord; - float pssm_fade = 0.0; + vec3 pssm_coord; + float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - vec3 pssm_coord2; - bool use_blend = true; + float pssm_blend; + vec3 pssm_coord2; + bool use_blend = true; #endif #ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + if (depth_z < light_split_offsets.y) { + if (depth_z < light_split_offsets.x) { + highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; + splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif - } else { - highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + } else { + highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; + splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif - } - } else { - if (depth_z < light_split_offsets.z) { + } + } else { + if (depth_z < light_split_offsets.z) { - highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); + splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); #endif - } else { + } else { - highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); + highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) - use_blend = false; + use_blend = false; #endif + } } - } #endif // LIGHT_USE_PSSM4 #ifdef LIGHT_USE_PSSM2 - if (depth_z < light_split_offsets.x) { + if (depth_z < light_split_offsets.x) { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; + highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #ifdef LIGHT_USE_PSSM_BLEND - splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord2 = splane.xyz / splane.w; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif - } else { - highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); + } else { + highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND - use_blend = false; + use_blend = false; #endif - } + } #endif // LIGHT_USE_PSSM2 #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { - highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); - pssm_coord = splane.xyz / splane.w; - } + { + highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + } #endif - float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp); + float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp); #ifdef LIGHT_USE_PSSM_BLEND - if (use_blend) { - shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); - } + if (use_blend) { + shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); + } #endif - attenuation *= shadow; - - - } - + attenuation *= shadow; + } } light_compute(normal, - normalize(light_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - attenuation, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); + normalize(light_vec), + eye_position, + binormal, + tangent, + light_color.xyz * light_energy, + attenuation, + albedo, + transmission, + specular * light_specular, + roughness, + metallic, + rim, + rim_tint, + clearcoat, + clearcoat_gloss, + anisotropy, + diffuse_light, + specular_light); } else if (light_type == LIGHT_TYPE_SPOT) { vec3 light_att = vec3(1.0); if (light_has_shadow > 0.5) { - highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0)); + highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0)); splane.xyz /= splane.w; float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp); @@ -773,8 +752,6 @@ FRAGMENT_SHADER_CODE } else { light_att = vec3(0.0); } - - } vec3 light_rel_vec = light_position - vertex; @@ -793,25 +770,26 @@ FRAGMENT_SHADER_CODE light_att *= vec3(spot_attenuation); - light_compute(normal, - normalize(light_rel_vec), - eye_position, - binormal, - tangent, - light_color.xyz * light_energy, - light_att, - albedo, - transmission, - specular * light_specular, - roughness, - metallic, - rim, - rim_tint, - clearcoat, - clearcoat_gloss, - anisotropy, - diffuse_light, - specular_light); + light_compute( + normal, + normalize(light_rel_vec), + eye_position, + binormal, + tangent, + light_color.xyz * light_energy, + light_att, + albedo, + transmission, + specular * light_specular, + roughness, + metallic, + rim, + rim_tint, + clearcoat, + clearcoat_gloss, + anisotropy, + diffuse_light, + specular_light); } gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); @@ -823,7 +801,6 @@ FRAGMENT_SHADER_CODE #ifdef USE_RADIANCE_MAP - vec3 ref_vec = reflect(-eye_position, N); ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); @@ -836,7 +813,6 @@ FRAGMENT_SHADER_CODE vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy; ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } ambient_light *= ambient_energy; @@ -860,28 +836,23 @@ FRAGMENT_SHADER_CODE // TODO shadeless { const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal,eye_position),0.0,1.0); - float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; - vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); specular_light *= AB.x * specular_color + AB.y; } - gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); // gl_FragColor = vec4(normal, 1.0); - #else gl_FragColor = vec4(albedo, alpha); #endif #endif // RENDER_DEPTH - #endif // lighting - - } diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl index b2e6f7a736..77af874ee4 100644 --- a/drivers/gles2/shaders/screen_space_reflection.glsl +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; out vec2 pos_interp; @@ -11,12 +10,11 @@ void main() { uv_interp = uv_in; gl_Position = vertex_attrib; - pos_interp.xy=gl_Position.xy; + pos_interp.xy = gl_Position.xy; } [fragment] - in vec2 uv_interp; in vec2 pos_interp; @@ -40,81 +38,70 @@ uniform float depth_tolerance; uniform float distance_fade; uniform float curve_fade_in; - layout(location = 0) out vec4 frag_color; - -vec2 view_to_screen(vec3 view_pos,out float w) { - vec4 projected = projection * vec4(view_pos, 1.0); - projected.xyz /= projected.w; - projected.xy = projected.xy * 0.5 + 0.5; - w=projected.w; - return projected.xy; +vec2 view_to_screen(vec3 view_pos, out float w) { + vec4 projected = projection * vec4(view_pos, 1.0); + projected.xyz /= projected.w; + projected.xy = projected.xy * 0.5 + 0.5; + w = projected.w; + return projected.xy; } - - #define M_PI 3.14159265359 void main() { - - //// - - vec4 diffuse = texture( source_diffuse, uv_interp ); - vec4 normal_roughness = texture( source_normal_roughness, uv_interp); + vec4 diffuse = texture(source_diffuse, uv_interp); + vec4 normal_roughness = texture(source_normal_roughness, uv_interp); vec3 normal; - normal = normal_roughness.xyz*2.0-1.0; + normal = normal_roughness.xyz * 2.0 - 1.0; float roughness = normal_roughness.w; - float depth_tex = texture(source_depth,uv_interp).r; + float depth_tex = texture(source_depth, uv_interp).r; - vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 ); - vec3 vertex = world_pos.xyz/world_pos.w; + vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0); + vec3 vertex = world_pos.xyz / world_pos.w; vec3 view_dir = normalize(vertex); vec3 ray_dir = normalize(reflect(view_dir, normal)); - if (dot(ray_dir,normal)<0.001) { - frag_color=vec4(0.0); + if (dot(ray_dir, normal) < 0.001) { + frag_color = vec4(0.0); return; } //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); //ray_dir = normalize(vec3(1,1,-1)); - //////////////// - //make ray length and clip it against the near plane (don't want to trace beyond visible) float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; - vec3 ray_end = vertex + ray_dir*ray_len; + vec3 ray_end = vertex + ray_dir * ray_len; float w_begin; - vec2 vp_line_begin = view_to_screen(vertex,w_begin); + vec2 vp_line_begin = view_to_screen(vertex, w_begin); float w_end; - vec2 vp_line_end = view_to_screen( ray_end, w_end); - vec2 vp_line_dir = vp_line_end-vp_line_begin; + vec2 vp_line_end = view_to_screen(ray_end, w_end); + vec2 vp_line_dir = vp_line_end - vp_line_begin; //we need to interpolate w along the ray, to generate perspective correct reflections - w_begin = 1.0/w_begin; - w_end = 1.0/w_end; + w_begin = 1.0 / w_begin; + w_end = 1.0 / w_end; + float z_begin = vertex.z * w_begin; + float z_end = ray_end.z * w_end; - float z_begin = vertex.z*w_begin; - float z_end = ray_end.z*w_end; - - vec2 line_begin = vp_line_begin/pixel_size; - vec2 line_dir = vp_line_dir/pixel_size; + vec2 line_begin = vp_line_begin / pixel_size; + vec2 line_dir = vp_line_dir / pixel_size; float z_dir = z_end - z_begin; float w_dir = w_end - w_begin; - // clip the line to the viewport edges float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); @@ -124,121 +111,109 @@ void main() { float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); line_dir *= line_clip; z_dir *= line_clip; - w_dir *=line_clip; + w_dir *= line_clip; //clip z and w advance to line advance vec2 line_advance = normalize(line_dir); //down to pixel - float step_size = length(line_advance)/length(line_dir); - float z_advance = z_dir*step_size; // adapt z advance to line advance - float w_advance = w_dir*step_size; // adapt w advance to line advance + float step_size = length(line_advance) / length(line_dir); + float z_advance = z_dir * step_size; // adapt z advance to line advance + float w_advance = w_dir * step_size; // adapt w advance to line advance //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) - float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y)); - line_advance*=advance_angle_adj; // adapt z advance to line advance - z_advance*=advance_angle_adj; - w_advance*=advance_angle_adj; + float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y)); + line_advance *= advance_angle_adj; // adapt z advance to line advance + z_advance *= advance_angle_adj; + w_advance *= advance_angle_adj; vec2 pos = line_begin; float z = z_begin; float w = w_begin; - float z_from=z/w; - float z_to=z_from; + float z_from = z / w; + float z_to = z_from; float depth; - vec2 prev_pos=pos; + vec2 prev_pos = pos; - bool found=false; + bool found = false; - float steps_taken=0.0; + float steps_taken = 0.0; - for(int i=0;i<num_steps;i++) { + for (int i = 0; i < num_steps; i++) { - pos+=line_advance; - z+=z_advance; - w+=w_advance; + pos += line_advance; + z += z_advance; + w += w_advance; //convert to linear depth - depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0; + depth = texture(source_depth, pos * pixel_size).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif - depth=-depth; + depth = -depth; z_from = z_to; - z_to = z/w; + z_to = z / w; - if (depth>z_to) { + if (depth > z_to) { //if depth was surpassed - if (depth<=max(z_to,z_from)+depth_tolerance) { + if (depth <= max(z_to, z_from) + depth_tolerance) { //check the depth tolerance - found=true; + found = true; } break; } - steps_taken+=1.0; - prev_pos=pos; + steps_taken += 1.0; + prev_pos = pos; } - - - if (found) { - float margin_blend=1.0; - + float margin_blend = 1.0; - vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin - if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) { + vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); //make a uniform margin + if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, viewport_size + margin)))) { //clip outside screen + margin - frag_color=vec4(0.0); + frag_color = vec4(0.0); return; } { //blend fading out towards external margin - vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0))); - margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y)); + vec2 margin_grad = mix(pos - viewport_size, -pos, lessThan(pos, vec2(0.0))); + margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); //margin_blend=1.0; - } vec2 final_pos; float grad; - grad=steps_taken/float(num_steps); - float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in); - float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade; - final_pos=pos; - - - - - - + grad = steps_taken / float(num_steps); + float initial_fade = curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), curve_fade_in); + float fade = pow(clamp(1.0 - grad, 0.0, 1.0), distance_fade) * initial_fade; + final_pos = pos; #ifdef REFLECT_ROUGHNESS - vec4 final_color; //if roughness is enabled, do screen space cone tracing if (roughness > 0.001) { /////////////////////////////////////////////////////////////////////////////////////// //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness - float gloss = 1.0-roughness; + float gloss = 1.0 - roughness; float cone_angle = roughness * M_PI * 0.5; vec2 cone_dir = final_pos - line_begin; float cone_len = length(cone_dir); cone_dir = normalize(cone_dir); //will be used normalized from now on float max_mipmap = filter_mipmap_levels - 1.0; - float gloss_mult=gloss; + float gloss_mult = gloss; - float rem_alpha=1.0; + float rem_alpha = 1.0; final_color = vec4(0.0); - for(int i=0;i<7;i++) { + for (int i = 0; i < 7; i++) { float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle float radius; @@ -258,30 +233,30 @@ void main() { } //find the place where screen must be sampled - vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size; + vec2 sample_pos = (line_begin + cone_dir * (cone_len - radius)) * pixel_size; //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels - float mipmap = clamp( log2( radius ), 0.0, max_mipmap ); + float mipmap = clamp(log2(radius), 0.0, max_mipmap); //mipmap = max(mipmap-1.0,0.0); //do sampling vec4 sample_color; { - sample_color = textureLod(source_diffuse,sample_pos,mipmap); + sample_color = textureLod(source_diffuse, sample_pos, mipmap); } //multiply by gloss - sample_color.rgb*=gloss_mult; - sample_color.a=gloss_mult; + sample_color.rgb *= gloss_mult; + sample_color.a = gloss_mult; rem_alpha -= sample_color.a; - if(rem_alpha < 0.0) { + if (rem_alpha < 0.0) { sample_color.rgb *= (1.0 - abs(rem_alpha)); } - final_color+=sample_color; + final_color += sample_color; - if (final_color.a>=0.95) { + if (final_color.a >= 0.95) { // This code of accumulating gloss and aborting on near one // makes sense when you think of cone tracing. // Think of it as if roughness was 0, then we could abort on the first @@ -290,29 +265,21 @@ void main() { break; } - cone_len-=radius*2.0; //go to next (smaller) circle. - - gloss_mult*=gloss; - + cone_len -= radius * 2.0; //go to next (smaller) circle. + gloss_mult *= gloss; } } else { - final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0); + final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0); } - frag_color = vec4(final_color.rgb,fade*margin_blend); + frag_color = vec4(final_color.rgb, fade * margin_blend); #else - frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend); + frag_color = vec4(textureLod(source_diffuse, final_pos * pixel_size, 0.0).rgb, fade * margin_blend); #endif - - } else { - frag_color = vec4(0.0,0.0,0.0,0.0); + frag_color = vec4(0.0, 0.0, 0.0, 0.0); } - - - } - diff --git a/drivers/gles2/shaders/ssao.glsl b/drivers/gles2/shaders/ssao.glsl index 219f0957e0..8dbe8c6ba9 100644 --- a/drivers/gles2/shaders/ssao.glsl +++ b/drivers/gles2/shaders/ssao.glsl @@ -1,12 +1,11 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - gl_Position.z=1.0; + gl_Position.z = 1.0; } [fragment] @@ -43,19 +42,20 @@ void main() { // This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent // taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 -const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2, -3, 3, 5, 5, 3, 4, 7, 5, 5, 7, -9, 8, 5, 5, 7, 7, 7, 8, 5, 8, -11, 12, 7, 10, 13, 8, 11, 8, 7, 14, -11, 11, 13, 12, 13, 19, 17, 13, 11, 18, -19, 11, 11, 14, 17, 21, 15, 16, 17, 18, -13, 17, 11, 17, 19, 18, 25, 18, 19, 19, -29, 21, 19, 27, 31, 29, 21, 18, 17, 29, -31, 31, 23, 18, 25, 26, 25, 23, 19, 34, -19, 27, 21, 25, 39, 29, 17, 21, 27 ); +const int ROTATIONS[] = int[]( + 1, 1, 2, 3, 2, 5, 2, 3, 2, + 3, 3, 5, 5, 3, 4, 7, 5, 5, 7, + 9, 8, 5, 5, 7, 7, 7, 8, 5, 8, + 11, 12, 7, 10, 13, 8, 11, 8, 7, 14, + 11, 11, 13, 12, 13, 19, 17, 13, 11, 18, + 19, 11, 11, 14, 17, 21, 15, 16, 17, 18, + 13, 17, 11, 17, 19, 18, 25, 18, 19, 19, + 29, 21, 19, 27, 31, 29, 21, 18, 17, 29, + 31, 31, 23, 18, 25, 26, 25, 23, 19, 34, + 19, 27, 21, 25, 39, 29, 17, 21, 27); //#define NUM_SPIRAL_TURNS (7) -const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1]; +const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1]; uniform sampler2D source_depth; //texunit:0 uniform highp usampler2D source_depth_mipmaps; //texunit:1 @@ -90,44 +90,41 @@ vec3 reconstructCSPosition(vec2 S, float z) { } vec3 getPosition(ivec2 ssP) { - vec3 P; - P.z = texelFetch(source_depth, ssP, 0).r; + vec3 P; + P.z = texelFetch(source_depth, ssP, 0).r; - P.z = P.z * 2.0 - 1.0; + P.z = P.z * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else - P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); #endif - P.z = -P.z; + P.z = -P.z; - // Offset to pixel center - P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); - return P; + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + return P; } /** Reconstructs screen-space unit normal from screen-space position */ vec3 reconstructCSFaceNormal(vec3 C) { - return normalize(cross(dFdy(C), dFdx(C))); + return normalize(cross(dFdy(C), dFdx(C))); } - - /** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */ -vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){ - // Radius relative to ssR - float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); - float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; +vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) { + // Radius relative to ssR + float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); + float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; - ssR = alpha; - return vec2(cos(angle), sin(angle)); + ssR = alpha; + return vec2(cos(angle), sin(angle)); } - /** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { - // Derivation: - // mipLevel = floor(log(ssR / MAX_OFFSET)); + // Derivation: + // mipLevel = floor(log(ssR / MAX_OFFSET)); int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); ivec2 ssP = ivec2(ssR * unitOffset) + ssC; @@ -138,13 +135,12 @@ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { // Manually clamp to the texture size because texelFetch bypasses the texture unit ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (screen_size >> mipLevel) - ivec2(1)); - if (mipLevel < 1) { //read from depth buffer P.z = texelFetch(source_depth, mipP, 0).r; P.z = P.z * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); @@ -153,78 +149,74 @@ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { } else { //read from mipmaps - uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel-1).r; - P.z = -(float(d)/65535.0)*camera_z_far; + uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r; + P.z = -(float(d) / 65535.0) * camera_z_far; } - // Offset to pixel center P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); return P; } - - /** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds - to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius + to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius - Note that units of H() in the HPG12 paper are meters, not - unitless. The whole falloff/sampling function is therefore - unitless. In this implementation, we factor out (9 / radius). + Note that units of H() in the HPG12 paper are meters, not + unitless. The whole falloff/sampling function is therefore + unitless. In this implementation, we factor out (9 / radius). - Four versions of the falloff function are implemented below + Four versions of the falloff function are implemented below */ -float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius,in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { - // Offset on the unit disk, spun for this pixel - float ssR; - vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); - ssR *= ssDiskRadius; +float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { + // Offset on the unit disk, spun for this pixel + float ssR; + vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); + ssR *= ssDiskRadius; - // The occluding point in camera space - vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); + // The occluding point in camera space + vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); - vec3 v = Q - C; + vec3 v = Q - C; - float vv = dot(v, v); - float vn = dot(v, n_C); + float vv = dot(v, v); + float vn = dot(v, n_C); - const float epsilon = 0.01; - float radius2 = p_radius*p_radius; + const float epsilon = 0.01; + float radius2 = p_radius * p_radius; - // A: From the HPG12 paper - // Note large epsilon to avoid overdarkening within cracks - //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; + // A: From the HPG12 paper + // Note large epsilon to avoid overdarkening within cracks + //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; - // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] - float f=max(radius2 - vv, 0.0); - return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); + // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] + float f = max(radius2 - vv, 0.0); + return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); - // C: Medium contrast (which looks better at high radii), no division. Note that the - // contribution still falls off with radius^2, but we've adjusted the rate in a way that is - // more computationally efficient and happens to be aesthetically pleasing. - // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); + // C: Medium contrast (which looks better at high radii), no division. Note that the + // contribution still falls off with radius^2, but we've adjusted the rate in a way that is + // more computationally efficient and happens to be aesthetically pleasing. + // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); - // D: Low contrast, no division operation - // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); + // D: Low contrast, no division operation + // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); } - - void main() { - // Pixel being shaded ivec2 ssC = ivec2(gl_FragCoord.xy); // World space point being shaded vec3 C = getPosition(ssC); -/* if (C.z <= -camera_z_far*0.999) { - // We're on the skybox - visibility=1.0; - return; - }*/ + /* + if (C.z <= -camera_z_far*0.999) { + // We're on the skybox + visibility=1.0; + return; + } + */ //visibility=-C.z/camera_z_far; //return; @@ -251,7 +243,7 @@ void main() { #endif float sum = 0.0; for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle); + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius, i, randomPatternRotationAngle); } float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES))); @@ -271,10 +263,10 @@ void main() { sum = 0.0; for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle); + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius2, i, randomPatternRotationAngle); } - A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); + A = min(A, max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); #endif // Bilateral box-filter over a quad for free, respecting depth edges // (the difference that this makes is subtle) @@ -286,8 +278,4 @@ void main() { } visibility = A; - } - - - diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl index 472dc21acf..82b735a2b4 100644 --- a/drivers/gles2/shaders/ssao_blur.glsl +++ b/drivers/gles2/shaders/ssao_blur.glsl @@ -1,26 +1,21 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; - +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - gl_Position.z=1.0; + gl_Position.z = 1.0; } [fragment] - uniform sampler2D source_ssao; //texunit:0 uniform sampler2D source_depth; //texunit:1 uniform sampler2D source_normal; //texunit:3 - layout(location = 0) out float visibility; - ////////////////////////////////////////////////////////////////////////////////////////////// // Tunable Parameters: @@ -28,32 +23,30 @@ layout(location = 0) out float visibility; uniform float edge_sharpness; /** Step in 2-pixel intervals since we already blurred against neighbors in the - first AO pass. This constant can be increased while R decreases to improve - performance at the expense of some dithering artifacts. + first AO pass. This constant can be increased while R decreases to improve + performance at the expense of some dithering artifacts. - Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was - unobjectionable after shading was applied but eliminated most temporal incoherence - from using small numbers of sample taps. - */ + Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was + unobjectionable after shading was applied but eliminated most temporal incoherence + from using small numbers of sample taps. + */ uniform int filter_scale; /** Filter radius in pixels. This will be multiplied by SCALE. */ -#define R (4) - +#define R (4) ////////////////////////////////////////////////////////////////////////////////////////////// - // Gaussian coefficients const float gaussian[R + 1] = -// float[](0.356642, 0.239400, 0.072410, 0.009869); -// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 - float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 -// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 + //float[](0.356642, 0.239400, 0.072410, 0.009869); + //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 + //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 /** (1, 0) or (0, 1)*/ -uniform ivec2 axis; +uniform ivec2 axis; uniform float camera_z_far; uniform float camera_z_near; @@ -72,11 +65,11 @@ void main() { float depth_divide = 1.0 / camera_z_far; -// depth*=depth_divide; + //depth *= depth_divide; /* - if (depth > camera_z_far*0.999) { - discard;//skybox + if (depth > camera_z_far * 0.999) { + discard; //skybox } */ @@ -96,23 +89,21 @@ void main() { if (r != 0) { ivec2 ppos = ssC + axis * (r * filter_scale); - float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r; - ivec2 rpos = clamp(ppos,ivec2(0),clamp_limit); + float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r; + ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit); float temp_depth = texelFetch(source_depth, rpos, 0).r; //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; temp_depth = temp_depth * 2.0 - 1.0; temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); -// temp_depth *= depth_divide; + // temp_depth *= depth_divide; // spatial domain: offset gaussian tap float weight = 0.3 + gaussian[abs(r)]; //weight *= max(0.0,dot(temp_normal,normal)); // range domain (the "bilateral" weight). As depth difference increases, decrease weight. - weight *= max(0.0, 1.0 - - edge_sharpness * abs(temp_depth - depth) - ); + weight *= max(0.0, 1.0 - edge_sharpness * abs(temp_depth - depth)); sum += value * weight; totalWeight += weight; diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl index 647c762438..777a0069fc 100644 --- a/drivers/gles2/shaders/ssao_minify.glsl +++ b/drivers/gles2/shaders/ssao_minify.glsl @@ -1,7 +1,6 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; void main() { @@ -10,7 +9,6 @@ void main() { [fragment] - #ifdef MINIFY_START #define SDEPTH_TYPE highp sampler2D @@ -32,28 +30,23 @@ layout(location = 0) out mediump uint depth; void main() { - ivec2 ssP = ivec2(gl_FragCoord.xy); - // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. - // On DX9, the bit-and can be implemented with floating-point modulo + // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. + // On DX9, the bit-and can be implemented with floating-point modulo #ifdef MINIFY_START float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; fdepth = fdepth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); #endif fdepth /= camera_z_far; - depth = uint(clamp(fdepth*65535.0,0.0,65535.0)); + depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0)); #else depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; #endif - - } - - diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl index 8b30e097e6..6bc81a22d8 100644 --- a/drivers/gles2/shaders/stdlib.glsl +++ b/drivers/gles2/shaders/stdlib.glsl @@ -1,6 +1,5 @@ -vec2 select2(vec2 a, vec2 b, bvec2 c) -{ +vec2 select2(vec2 a, vec2 b, bvec2 c) { vec2 ret; ret.x = c.x ? b.x : a.x; @@ -9,8 +8,7 @@ vec2 select2(vec2 a, vec2 b, bvec2 c) return ret; } -vec3 select3(vec3 a, vec3 b, bvec3 c) -{ +vec3 select3(vec3 a, vec3 b, bvec3 c) { vec3 ret; ret.x = c.x ? b.x : a.x; @@ -20,8 +18,7 @@ vec3 select3(vec3 a, vec3 b, bvec3 c) return ret; } -vec4 select4(vec4 a, vec4 b, bvec4 c) -{ +vec4 select4(vec4 a, vec4 b, bvec4 c) { vec4 ret; ret.x = c.x ? b.x : a.x; @@ -32,9 +29,7 @@ vec4 select4(vec4 a, vec4 b, bvec4 c) return ret; } - -highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) -{ +highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) { float x_coord = float(2 * coord.x + 1) / float(size.x * 2); float y_coord = float(2 * coord.y + 1) / float(size.y * 2); diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl index fc66d66198..fb7908f06a 100644 --- a/drivers/gles2/shaders/subsurf_scattering.glsl +++ b/drivers/gles2/shaders/subsurf_scattering.glsl @@ -1,12 +1,10 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; - void main() { uv_interp = uv_in; @@ -19,87 +17,73 @@ void main() { #define QUALIFIER const #ifdef USE_25_SAMPLES - -const int kernel_size=25; -QUALIFIER vec2 kernel[25] = vec2[] ( - vec2(0.530605, 0.0), - vec2(0.000973794, -3.0), - vec2(0.00333804, -2.52083), - vec2(0.00500364, -2.08333), - vec2(0.00700976, -1.6875), - vec2(0.0094389, -1.33333), - vec2(0.0128496, -1.02083), - vec2(0.017924, -0.75), - vec2(0.0263642, -0.520833), - vec2(0.0410172, -0.333333), - vec2(0.0493588, -0.1875), - vec2(0.0402784, -0.0833333), - vec2(0.0211412, -0.0208333), - vec2(0.0211412, 0.0208333), - vec2(0.0402784, 0.0833333), - vec2(0.0493588, 0.1875), - vec2(0.0410172, 0.333333), - vec2(0.0263642, 0.520833), - vec2(0.017924, 0.75), - vec2(0.0128496, 1.02083), - vec2(0.0094389, 1.33333), - vec2(0.00700976, 1.6875), - vec2(0.00500364, 2.08333), - vec2(0.00333804, 2.52083), - vec2(0.000973794, 3.0) -); - +const int kernel_size = 25; +QUALIFIER vec2 kernel[25] = vec2[]( + vec2(0.530605, 0.0), + vec2(0.000973794, -3.0), + vec2(0.00333804, -2.52083), + vec2(0.00500364, -2.08333), + vec2(0.00700976, -1.6875), + vec2(0.0094389, -1.33333), + vec2(0.0128496, -1.02083), + vec2(0.017924, -0.75), + vec2(0.0263642, -0.520833), + vec2(0.0410172, -0.333333), + vec2(0.0493588, -0.1875), + vec2(0.0402784, -0.0833333), + vec2(0.0211412, -0.0208333), + vec2(0.0211412, 0.0208333), + vec2(0.0402784, 0.0833333), + vec2(0.0493588, 0.1875), + vec2(0.0410172, 0.333333), + vec2(0.0263642, 0.520833), + vec2(0.017924, 0.75), + vec2(0.0128496, 1.02083), + vec2(0.0094389, 1.33333), + vec2(0.00700976, 1.6875), + vec2(0.00500364, 2.08333), + vec2(0.00333804, 2.52083), + vec2(0.000973794, 3.0)); #endif //USE_25_SAMPLES #ifdef USE_17_SAMPLES - -const int kernel_size=17; - +const int kernel_size = 17; QUALIFIER vec2 kernel[17] = vec2[]( - vec2(0.536343, 0.0), - vec2(0.00317394, -2.0), - vec2(0.0100386, -1.53125), - vec2(0.0144609, -1.125), - vec2(0.0216301, -0.78125), - vec2(0.0347317, -0.5), - vec2(0.0571056, -0.28125), - vec2(0.0582416, -0.125), - vec2(0.0324462, -0.03125), - vec2(0.0324462, 0.03125), - vec2(0.0582416, 0.125), - vec2(0.0571056, 0.28125), - vec2(0.0347317, 0.5), - vec2(0.0216301, 0.78125), - vec2(0.0144609, 1.125), - vec2(0.0100386, 1.53125), - vec2(0.00317394,2.0) -); - + vec2(0.536343, 0.0), + vec2(0.00317394, -2.0), + vec2(0.0100386, -1.53125), + vec2(0.0144609, -1.125), + vec2(0.0216301, -0.78125), + vec2(0.0347317, -0.5), + vec2(0.0571056, -0.28125), + vec2(0.0582416, -0.125), + vec2(0.0324462, -0.03125), + vec2(0.0324462, 0.03125), + vec2(0.0582416, 0.125), + vec2(0.0571056, 0.28125), + vec2(0.0347317, 0.5), + vec2(0.0216301, 0.78125), + vec2(0.0144609, 1.125), + vec2(0.0100386, 1.53125), + vec2(0.00317394, 2.0)); #endif //USE_17_SAMPLES - #ifdef USE_11_SAMPLES - -const int kernel_size=11; - +const int kernel_size = 11; QUALIFIER vec2 kernel[11] = vec2[]( - vec2(0.560479, 0.0), - vec2(0.00471691, -2.0), - vec2(0.0192831, -1.28), - vec2(0.03639, -0.72), - vec2(0.0821904, -0.32), - vec2(0.0771802, -0.08), - vec2(0.0771802, 0.08), - vec2(0.0821904, 0.32), - vec2(0.03639, 0.72), - vec2(0.0192831, 1.28), - vec2(0.00471691,2.0) -); - + vec2(0.560479, 0.0), + vec2(0.00471691, -2.0), + vec2(0.0192831, -1.28), + vec2(0.03639, -0.72), + vec2(0.0821904, -0.32), + vec2(0.0771802, -0.08), + vec2(0.0771802, 0.08), + vec2(0.0821904, 0.32), + vec2(0.03639, 0.72), + vec2(0.0192831, 1.28), + vec2(0.00471691, 2.0)); #endif //USE_11_SAMPLES - - uniform float max_radius; uniform float camera_z_far; uniform float camera_z_near; @@ -115,28 +99,24 @@ layout(location = 0) out vec4 frag_color; void main() { - float strength = texture(source_sss,uv_interp).r; - strength*=strength; //stored as sqrt + float strength = texture(source_sss, uv_interp).r; + strength *= strength; //stored as sqrt // Fetch color of current pixel: vec4 base_color = texture(source_diffuse, uv_interp); - - if (strength>0.0) { - + if (strength > 0.0) { // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; float scale = unit_size; //remember depth is negative by default in OpenGL #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); float scale = unit_size / depth; //remember depth is negative by default in OpenGL #endif - - // Calculate the final step to fetch the surrounding pixels: vec2 step = max_radius * scale * dir; step *= strength; // Modulate it using the alpha channel. @@ -157,35 +137,33 @@ void main() { #ifdef ENABLE_FOLLOW_SURFACE // If the difference in depth is huge, we lerp color back to "colorM": - float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; + float depth_cmp = texture(source_depth, offset).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); #endif - float s = clamp(300.0f * scale * - max_radius * abs(depth - depth_cmp),0.0,1.0); + float s = clamp(300.0f * scale * max_radius * abs(depth - depth_cmp), 0.0, 1.0); color = mix(color, base_color.rgb, s); #endif // Accumulate: - color*=kernel[i].x; + color *= kernel[i].x; #ifdef ENABLE_STRENGTH_WEIGHTING float color_s = texture(source_sss, offset).r; - color_weight+=color_s * kernel[i].x; - color*=color_s; + color_weight += color_s * kernel[i].x; + color *= color_s; #endif color_accum += color; - } #ifdef ENABLE_STRENGTH_WEIGHTING - color_accum/=color_weight; + color_accum /= color_weight; #endif - frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) + frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO) } else { frag_color = base_color; } diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl index 2f671158b2..f3f6a85565 100644 --- a/drivers/gles2/shaders/tonemap.glsl +++ b/drivers/gles2/shaders/tonemap.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,9 +10,8 @@ void main() { gl_Position = vertex_attrib; uv_interp = uv_in; #ifdef V_FLIP - uv_interp.y = 1.0-uv_interp.y; + uv_interp.y = 1.0 - uv_interp.y; #endif - } [fragment] @@ -22,7 +20,6 @@ void main() { precision mediump float; #endif - in vec2 uv_interp; uniform highp sampler2D source; //texunit:0 @@ -56,64 +53,54 @@ uniform sampler2D color_correction; //texunit:3 #endif - layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC // w0, w1, w2, and w3 are the four cubic B-spline basis functions -float w0(float a) -{ - return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); +float w0(float a) { + return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); } -float w1(float a) -{ - return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); +float w1(float a) { + return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); } -float w2(float a) -{ - return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); +float w2(float a) { + return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); } -float w3(float a) -{ - return (1.0/6.0)*(a*a*a); +float w3(float a) { + return (1.0 / 6.0) * (a * a * a); } // g0 and g1 are the two amplitude functions -float g0(float a) -{ - return w0(a) + w1(a); +float g0(float a) { + return w0(a) + w1(a); } -float g1(float a) -{ - return w2(a) + w3(a); +float g1(float a) { + return w2(a) + w3(a); } // h0 and h1 are the two offset functions -float h0(float a) -{ - return -1.0 + w1(a) / (w0(a) + w1(a)); +float h0(float a) { + return -1.0 + w1(a) / (w0(a) + w1(a)); } -float h1(float a) -{ - return 1.0 + w3(a) / (w2(a) + w3(a)); +float h1(float a) { + return 1.0 + w3(a) / (w2(a) + w3(a)); } uniform ivec2 glow_texture_size; -vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) -{ - float lod=float(p_lod); +vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { + float lod = float(p_lod); vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size =1.0/tex_size; - uv = uv*tex_size + 0.5; - vec2 iuv = floor( uv ); - vec2 fuv = fract( uv ); + vec2 pixel_size = 1.0 / tex_size; + uv = uv * tex_size + 0.5; + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); float g0x = g0(fuv.x); float g1x = g1(fuv.x); @@ -127,24 +114,19 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; - return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + - g1x * textureLod(tex, p1,lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + - g1x * textureLod(tex, p3,lod)); + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } - - -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #else -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) #endif - -vec3 tonemap_filmic(vec3 color,float white) { +vec3 tonemap_filmic(vec3 color, float white) { float A = 0.15; float B = 0.50; @@ -154,11 +136,10 @@ vec3 tonemap_filmic(vec3 color,float white) { float F = 0.30; float W = 11.2; - vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; - float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; - - return coltn/whitetn; + vec3 coltn = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float whitetn = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; + return coltn / whitetn; } vec3 tonemap_aces(vec3 color) { @@ -167,12 +148,12 @@ vec3 tonemap_aces(vec3 color) { float c = 2.43f; float d = 0.59f; float e = 0.14f; - return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0)); + return color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3(0.0), vec3(1.0)); } -vec3 tonemap_reindhart(vec3 color,float white) { +vec3 tonemap_reindhart(vec3 color, float white) { - return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); + return (color * (1.0 + (color / (white)))) / (1.0 + color); } void main() { @@ -181,10 +162,10 @@ void main() { #ifdef USE_AUTO_EXPOSURE - color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; #endif - color*=exposure; + color *= exposure; #if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) #define USING_GLOW @@ -195,56 +176,54 @@ void main() { #ifdef USE_GLOW_LEVEL1 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; #endif #ifdef USE_GLOW_LEVEL2 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; #endif #ifdef USE_GLOW_LEVEL3 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; #endif #ifdef USE_GLOW_LEVEL4 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; #endif #ifdef USE_GLOW_LEVEL5 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; #endif #ifdef USE_GLOW_LEVEL6 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; #endif #ifdef USE_GLOW_LEVEL7 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; #endif - glow *= glow_intensity; #endif - #ifdef USE_REINDHART_TONEMAPPER - color.rgb = tonemap_reindhart(color.rgb,white); + color.rgb = tonemap_reindhart(color.rgb, white); -# if defined(USING_GLOW) - glow = tonemap_reindhart(glow,white); -# endif +#if defined(USING_GLOW) + glow = tonemap_reindhart(glow, white); +#endif #endif #ifdef USE_FILMIC_TONEMAPPER - color.rgb = tonemap_filmic(color.rgb,white); + color.rgb = tonemap_filmic(color.rgb, white); -# if defined(USING_GLOW) - glow = tonemap_filmic(glow,white); -# endif +#if defined(USING_GLOW) + glow = tonemap_filmic(glow, white); +#endif #endif @@ -252,26 +231,26 @@ void main() { color.rgb = tonemap_aces(color.rgb); -# if defined(USING_GLOW) +#if defined(USING_GLOW) glow = tonemap_aces(glow); -# endif +#endif #endif //regular Linear -> SRGB conversion vec3 a = vec3(0.055); - color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); + color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); #if defined(USING_GLOW) - glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); + glow = mix((vec3(1.0) + a) * pow(glow, vec3(1.0 / 2.4)) - a, 12.92 * glow, lessThan(glow, vec3(0.0031308))); #endif -//glow needs to be added in SRGB space (together with image space effects) + //glow needs to be added in SRGB space (together with image space effects) - color.rgb = clamp(color.rgb,0.0,1.0); + color.rgb = clamp(color.rgb, 0.0, 1.0); #if defined(USING_GLOW) - glow = clamp(glow,0.0,1.0); + glow = clamp(glow, 0.0, 1.0); #endif #ifdef USE_GLOW_REPLACE @@ -291,33 +270,32 @@ void main() { { glow = (glow * 0.5) + 0.5; - color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); } #endif #if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) //additive - color.rgb+=glow; + color.rgb += glow; #endif #ifdef USE_BCS - color.rgb = mix(vec3(0.0),color.rgb,bcs.x); - color.rgb = mix(vec3(0.5),color.rgb,bcs.y); - color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + color.rgb = mix(vec3(0.0), color.rgb, bcs.x); + color.rgb = mix(vec3(0.5), color.rgb, bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); #endif #ifdef USE_COLOR_CORRECTION - color.r = texture(color_correction,vec2(color.r,0.0)).r; - color.g = texture(color_correction,vec2(color.g,0.0)).g; - color.b = texture(color_correction,vec2(color.b,0.0)).b; + color.r = texture(color_correction, vec2(color.r, 0.0)).r; + color.g = texture(color_correction, vec2(color.g, 0.0)).g; + color.b = texture(color_correction, vec2(color.b, 0.0)).b; #endif - - frag_color=vec4(color.rgb,1.0); + frag_color = vec4(color.rgb, 1.0); } diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl index 4e0d066823..d019062ba0 100644 --- a/drivers/gles3/shaders/blend_shape.glsl +++ b/drivers/gles3/shaders/blend_shape.glsl @@ -1,6 +1,5 @@ [vertex] - /* from VisualServer: @@ -23,56 +22,56 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ -layout(location=0) in highp VFORMAT vertex_attrib; -layout(location=1) in vec3 normal_attrib; +layout(location = 0) in highp VFORMAT vertex_attrib; +layout(location = 1) in vec3 normal_attrib; #ifdef ENABLE_TANGENT -layout(location=2) in vec4 tangent_attrib; +layout(location = 2) in vec4 tangent_attrib; #endif #ifdef ENABLE_COLOR -layout(location=3) in vec4 color_attrib; +layout(location = 3) in vec4 color_attrib; #endif #ifdef ENABLE_UV -layout(location=4) in vec2 uv_attrib; +layout(location = 4) in vec2 uv_attrib; #endif #ifdef ENABLE_UV2 -layout(location=5) in vec2 uv2_attrib; +layout(location = 5) in vec2 uv2_attrib; #endif #ifdef ENABLE_SKELETON -layout(location=6) in ivec4 bone_attrib; -layout(location=7) in vec4 weight_attrib; +layout(location = 6) in ivec4 bone_attrib; +layout(location = 7) in vec4 weight_attrib; #endif /* BLEND ATTRIBS */ #ifdef ENABLE_BLEND -layout(location=8) in highp VFORMAT vertex_attrib_blend; -layout(location=9) in vec3 normal_attrib_blend; +layout(location = 8) in highp VFORMAT vertex_attrib_blend; +layout(location = 9) in vec3 normal_attrib_blend; #ifdef ENABLE_TANGENT -layout(location=10) in vec4 tangent_attrib_blend; +layout(location = 10) in vec4 tangent_attrib_blend; #endif #ifdef ENABLE_COLOR -layout(location=11) in vec4 color_attrib_blend; +layout(location = 11) in vec4 color_attrib_blend; #endif #ifdef ENABLE_UV -layout(location=12) in vec2 uv_attrib_blend; +layout(location = 12) in vec2 uv_attrib_blend; #endif #ifdef ENABLE_UV2 -layout(location=13) in vec2 uv2_attrib_blend; +layout(location = 13) in vec2 uv2_attrib_blend; #endif #ifdef ENABLE_SKELETON -layout(location=14) in ivec4 bone_attrib_blend; -layout(location=15) in vec4 weight_attrib_blend; +layout(location = 14) in ivec4 bone_attrib_blend; +layout(location = 15) in vec4 weight_attrib_blend; #endif #endif @@ -110,7 +109,6 @@ uniform float blend_amount; void main() { - #ifdef ENABLE_BLEND vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; @@ -140,7 +138,6 @@ void main() { uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount; #endif - #ifdef ENABLE_SKELETON bone_out = bone_attrib_blend; @@ -149,7 +146,6 @@ void main() { #else //ENABLE_BLEND - vertex_out = vertex_attrib * blend_amount; #ifdef ENABLE_NORMAL @@ -177,7 +173,6 @@ void main() { uv2_out = uv2_attrib * blend_amount; #endif - #ifdef ENABLE_SKELETON bone_out = bone_attrib; @@ -190,8 +185,6 @@ void main() { [fragment] - void main() { } - diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e7828d265c..9e99305fe7 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -1,12 +1,11 @@ [vertex] - -layout(location=0) in highp vec2 vertex; -layout(location=3) in vec4 color_attrib; +layout(location = 0) in highp vec2 vertex; +layout(location = 3) in vec4 color_attrib; #ifdef USE_SKELETON -layout(location=6) in uvec4 bone_indices; // attrib:6 -layout(location=7) in vec4 bone_weights; // attrib:7 +layout(location = 6) in uvec4 bone_indices; // attrib:6 +layout(location = 7) in vec4 bone_weights; // attrib:7 #endif #ifdef USE_TEXTURE_RECT @@ -18,25 +17,24 @@ uniform vec4 src_rect; #ifdef USE_INSTANCING -layout(location=8) in highp vec4 instance_xform0; -layout(location=9) in highp vec4 instance_xform1; -layout(location=10) in highp vec4 instance_xform2; -layout(location=11) in lowp vec4 instance_color; +layout(location = 8) in highp vec4 instance_xform0; +layout(location = 9) in highp vec4 instance_xform1; +layout(location = 10) in highp vec4 instance_xform2; +layout(location = 11) in lowp vec4 instance_color; #ifdef USE_INSTANCE_CUSTOM -layout(location=12) in highp vec4 instance_custom_data; +layout(location = 12) in highp vec4 instance_custom_data; #endif #endif -layout(location=4) in highp vec2 uv_attrib; +layout(location = 4) in highp vec2 uv_attrib; -//skeletn +// skeleton #endif uniform highp vec2 color_texpixel_size; - layout(std140) uniform CanvasItemData { //ubo:0 highp mat4 projection_matrix; @@ -46,7 +44,6 @@ layout(std140) uniform CanvasItemData { //ubo:0 uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; - out highp vec2 uv_interp; out mediump vec4 color_interp; @@ -55,7 +52,6 @@ out mediump vec4 color_interp; out highp vec2 pixel_size_interp; #endif - #ifdef USE_SKELETON uniform mediump sampler2D skeleton_texture; // texunit:-1 uniform highp mat4 skeleton_transform; @@ -66,7 +62,7 @@ uniform highp mat4 skeleton_transform_inverse; layout(std140) uniform LightData { //ubo:1 - //light matrices + // light matrices highp mat4 light_matrix; highp mat4 light_local_matrix; highp mat4 shadow_matrix; @@ -80,11 +76,9 @@ layout(std140) uniform LightData { //ubo:1 highp float shadow_distance_mult; }; - out vec4 light_uv_interp; out vec2 transformed_light_uv; - out vec4 local_rot; #ifdef USE_SHADOWS @@ -101,7 +95,6 @@ uniform int h_frames; uniform int v_frames; #endif - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:2 @@ -112,7 +105,6 @@ MATERIAL_UNIFORMS #endif - VERTEX_SHADER_GLOBALS void main() { @@ -120,8 +112,8 @@ void main() { vec4 color = color_attrib; #ifdef USE_INSTANCING - mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0))); - color*=instance_color; + mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); + color *= instance_color; vec4 instance_custom = instance_custom_data; #else @@ -136,29 +128,27 @@ void main() { } else { uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; } - highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0); + highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0); #else uv_interp = uv_attrib; - highp vec4 outvec = vec4(vertex,0.0,1.0); + highp vec4 outvec = vec4(vertex, 0.0, 1.0); #endif - #ifdef USE_PARTICLES //scale by texture size - outvec.xy/=color_texpixel_size; + outvec.xy /= color_texpixel_size; //compute h and v frames and adjust UV interp for animation int total_frames = h_frames * v_frames; - int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1); - float frame_w = 1.0/float(h_frames); - float frame_h = 1.0/float(v_frames); + int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1); + float frame_w = 1.0 / float(h_frames); + float frame_h = 1.0 / float(v_frames); uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames); uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames); #endif - #define extra_matrix extra_matrix2 { @@ -167,10 +157,9 @@ VERTEX_SHADER_CODE } - #ifdef USE_NINEPATCH - pixel_size_interp=abs(dst_rect.zw) * vertex; + pixel_size_interp = abs(dst_rect.zw) * vertex; #endif #if !defined(SKIP_TRANSFORM_USED) @@ -184,47 +173,46 @@ VERTEX_SHADER_CODE #ifdef USE_PIXEL_SNAP - outvec.xy=floor(outvec+0.5).xy; + outvec.xy = floor(outvec + 0.5).xy; #endif - #ifdef USE_SKELETON - if (bone_weights!=vec4(0.0)){ //must be a valid bone + if (bone_weights != vec4(0.0)) { //must be a valid bone //skeleton transform ivec4 bone_indicesi = ivec4(bone_indices); - ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 ); + ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2); - highp mat2x4 m = mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.x; + highp mat2x4 m; + m = mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.x; - tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 ); + tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2); - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.y; + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.y; - tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 ); + tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2); - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.z; + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.z; + tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2); - tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 ); + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.w; - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.w; - - mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))) * skeleton_transform_inverse; + mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse; outvec = bone_matrix * outvec; } @@ -236,45 +224,37 @@ VERTEX_SHADER_CODE #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw =(light_local_matrix * outvec).xy; + light_uv_interp.zw = (light_local_matrix * outvec).xy; mat3 inverse_light_matrix = mat3(inverse(light_matrix)); inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); - transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping + transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping #ifdef USE_SHADOWS - pos=outvec.xy; + pos = outvec.xy; #endif - - local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy ); - local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy ); + local_rot.xy = normalize((modelview_matrix * (extra_matrix * vec4(1.0, 0.0, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix * vec4(0.0, 1.0, 0.0, 0.0))).xy); #ifdef USE_TEXTURE_RECT - local_rot.xy*=sign(src_rect.z); - local_rot.zw*=sign(src_rect.w); + local_rot.xy *= sign(src_rect.z); + local_rot.zw *= sign(src_rect.w); #endif - - #endif - } [fragment] - - uniform mediump sampler2D color_texture; // texunit:0 uniform highp vec2 color_texpixel_size; uniform mediump sampler2D normal_texture; // texunit:1 - in highp vec2 uv_interp; in mediump vec4 color_interp; - #if defined(SCREEN_TEXTURE_USED) uniform sampler2D screen_texture; // texunit:-3 @@ -292,7 +272,6 @@ layout(std140) uniform CanvasItemData { highp float time; }; - #ifdef USE_LIGHTING layout(std140) uniform LightData { @@ -314,10 +293,8 @@ uniform lowp sampler2D light_texture; // texunit:-1 in vec4 light_uv_interp; in vec2 transformed_light_uv; - in vec4 local_rot; - #ifdef USE_SHADOWS uniform highp sampler2D shadow_texture; // texunit:-2 @@ -332,11 +309,7 @@ const bool at_light_pass = false; uniform mediump vec4 final_modulate; - - - -layout(location=0) out mediump vec4 frag_color; - +layout(location = 0) out mediump vec4 frag_color; #if defined(USE_MATERIAL) @@ -351,25 +324,24 @@ MATERIAL_UNIFORMS FRAGMENT_SHADER_GLOBALS void light_compute( - inout vec4 light, - inout vec2 light_vec, - inout float light_height, - inout vec4 light_color, - vec2 light_uv, - inout vec4 shadow_color, - vec3 normal, - vec2 uv, + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + vec3 normal, + vec2 uv, #if defined(SCREEN_UV_USED) - vec2 screen_uv, + vec2 screen_uv, #endif - vec4 color) { + vec4 color) { #if defined(USE_LIGHT_SHADER_CODE) LIGHT_SHADER_CODE #endif - } #ifdef USE_TEXTURE_RECT @@ -385,48 +357,44 @@ in highp vec2 pixel_size_interp; uniform int np_repeat_v; uniform int np_repeat_h; uniform bool np_draw_center; -//left top right bottom in pixel coordinates +// left top right bottom in pixel coordinates uniform vec4 np_margins; +float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { - -float map_ninepatch_axis(float pixel, float draw_size,float tex_pixel_size,float margin_begin,float margin_end,int np_repeat,inout int draw_center) { - - - float tex_size = 1.0/tex_pixel_size; + float tex_size = 1.0 / tex_pixel_size; if (pixel < margin_begin) { return pixel * tex_pixel_size; - } else if (pixel >= draw_size-margin_end) { - return (tex_size-(draw_size-pixel)) * tex_pixel_size; + } else if (pixel >= draw_size - margin_end) { + return (tex_size - (draw_size - pixel)) * tex_pixel_size; } else { - if (!np_draw_center){ + if (!np_draw_center) { draw_center--; } - if (np_repeat==0) { //stretch + if (np_repeat == 0) { //stretch //convert to ratio float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; - } else if (np_repeat==1) { //tile + } else if (np_repeat == 1) { //tile //convert to ratio float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ofs) * tex_pixel_size; - } else if (np_repeat==2) { //tile fit + } else if (np_repeat == 2) { //tile fit //convert to ratio float src_area = draw_size - margin_begin - margin_end; float dst_area = tex_size - margin_begin - margin_end; - float scale = max(1.0,floor(src_area / max(dst_area,0.0000001) + 0.5)); + float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); //convert to ratio float ratio = (pixel - margin_begin) / src_area; - ratio = mod(ratio * scale,1.0); + ratio = mod(ratio * scale, 1.0); return (margin_begin + ratio * dst_area) * tex_pixel_size; } } - } #endif @@ -443,42 +411,39 @@ void main() { #ifdef USE_NINEPATCH - int draw_center=2; + int draw_center = 2; uv = vec2( - map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center), - map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center) - ); + map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center), + map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center)); - if (draw_center==0) { - color.a=0.0; + if (draw_center == 0) { + color.a = 0.0; } - uv = uv*src_rect.zw+src_rect.xy; //apply region if needed + uv = uv * src_rect.zw + src_rect.xy; //apply region if needed #endif if (clip_rect_uv) { - uv = clamp(uv,src_rect.xy,src_rect.xy+abs(src_rect.zw)); + uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw)); } #endif #if !defined(COLOR_USED) -//default behavior, texture by color + //default behavior, texture by color #ifdef USE_DISTANCE_FIELD - const float smoothing = 1.0/32.0; - float distance = textureLod(color_texture, uv,0.0).a; + const float smoothing = 1.0 / 32.0; + float distance = textureLod(color_texture, uv, 0.0).a; color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; #else - color *= texture( color_texture, uv ); + color *= texture(color_texture, uv); #endif #endif - - vec3 normal; #if defined(NORMAL_USED) @@ -489,59 +454,52 @@ void main() { #endif if (use_default_normal) { - normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0; - normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); - normal_used=true; + normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0; + normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + normal_used = true; } else { - normal = vec3(0.0,0.0,1.0); + normal = vec3(0.0, 0.0, 1.0); } - - #if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif - -{ - float normal_depth=1.0; + { + float normal_depth = 1.0; #if defined(NORMALMAP_USED) - vec3 normal_map=vec3(0.0,0.0,1.0); + vec3 normal_map = vec3(0.0, 0.0, 1.0); #endif FRAGMENT_SHADER_CODE #if defined(NORMALMAP_USED) - normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); + normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif - -} + } #ifdef DEBUG_ENCODED_32 - highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); - color = vec4(vec3(enc32),1.0); + highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)); + color = vec4(vec3(enc32), 1.0); #endif - - color*=final_modulate; - - + color *= final_modulate; #ifdef USE_LIGHTING vec2 light_vec = transformed_light_uv; if (normal_used) { - normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; + normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; } - float att=1.0; + float att = 1.0; vec2 light_uv = light_uv_interp.xy; - vec4 light = texture(light_texture,light_uv); + vec4 light = texture(light_texture, light_uv); - if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { - color.a*=light_outside_alpha; //invisible + if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) { + color.a *= light_outside_alpha; //invisible } else { float real_light_height = light_height; @@ -549,178 +507,176 @@ FRAGMENT_SHADER_CODE vec4 real_light_shadow_color = light_shadow_color; #if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader + //light is written by the light shader light_compute( - light, - light_vec, - real_light_height, - real_light_color, - light_uv, - real_light_shadow_color, - normal, - uv, + light, + light_vec, + real_light_height, + real_light_color, + light_uv, + real_light_shadow_color, + normal, + uv, #if defined(SCREEN_UV_USED) - screen_uv, + screen_uv, #endif - color); + color); #endif light *= real_light_color; if (normal_used) { - vec3 light_normal = normalize(vec3(light_vec,-real_light_height)); - light*=max(dot(-light_normal,normal),0.0); + vec3 light_normal = normalize(vec3(light_vec, -real_light_height)); + light *= max(dot(-light_normal, normal), 0.0); } - color*=light; + color *= light; #ifdef USE_SHADOWS light_vec = light_uv_interp.zw; //for shadows - float angle_to_light = -atan(light_vec.x,light_vec.y); + float angle_to_light = -atan(light_vec.x, light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays float ang*/ - float su,sz; + float su, sz; float abs_angle = abs(angle_to_light); vec2 point; float sh; - if (abs_angle<45.0*PI/180.0) { + if (abs_angle < 45.0 * PI / 180.0) { point = light_vec; - sh=0.0+(1.0/8.0); - } else if (abs_angle>135.0*PI/180.0) { + sh = 0.0 + (1.0 / 8.0); + } else if (abs_angle > 135.0 * PI / 180.0) { point = -light_vec; - sh = 0.5+(1.0/8.0); - } else if (angle_to_light>0.0) { + sh = 0.5 + (1.0 / 8.0); + } else if (angle_to_light > 0.0) { - point = vec2(light_vec.y,-light_vec.x); - sh = 0.25+(1.0/8.0); + point = vec2(light_vec.y, -light_vec.x); + sh = 0.25 + (1.0 / 8.0); } else { - point = vec2(-light_vec.y,light_vec.x); - sh = 0.75+(1.0/8.0); - + point = vec2(-light_vec.y, light_vec.x); + sh = 0.75 + (1.0 / 8.0); } - - highp vec4 s = shadow_matrix * vec4(point,0.0,1.0); - s.xyz/=s.w; - su=s.x*0.5+0.5; - sz=s.z*0.5+0.5; + highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0); + s.xyz /= s.w; + su = s.x * 0.5 + 0.5; + sz = s.z * 0.5 + 0.5; //sz=lightlength(light_vec); - highp float shadow_attenuation=0.0; + highp float shadow_attenuation = 0.0; #ifdef USE_RGBA_SHADOWS -#define SHADOW_DEPTH(m_tex,m_uv) dot(texture((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)) #else -#define SHADOW_DEPTH(m_tex,m_uv) (texture((m_tex),(m_uv)).r) +#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r) #endif - - #ifdef SHADOW_USE_GRADIENT -#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); } +#define SHADOW_TEST(m_ofs) \ + { \ + highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ + shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \ + } #else -#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); } +#define SHADOW_TEST(m_ofs) \ + { \ + highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ + shadow_attenuation += step(sz, sd); \ + } #endif - #ifdef SHADOW_FILTER_NEAREST SHADOW_TEST(su); #endif - #ifdef SHADOW_FILTER_PCF3 - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - shadow_attenuation/=3.0; + SHADOW_TEST(su - shadowpixel_size); + shadow_attenuation /= 3.0; #endif - #ifdef SHADOW_FILTER_PCF5 - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - shadow_attenuation/=5.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + shadow_attenuation /= 5.0; #endif - #ifdef SHADOW_FILTER_PCF7 - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - shadow_attenuation/=7.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + shadow_attenuation /= 7.0; #endif - #ifdef SHADOW_FILTER_PCF9 - SHADOW_TEST(su+shadowpixel_size*4.0); - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - SHADOW_TEST(su-shadowpixel_size*4.0); - shadow_attenuation/=9.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + shadow_attenuation /= 9.0; #endif #ifdef SHADOW_FILTER_PCF13 - SHADOW_TEST(su+shadowpixel_size*6.0); - SHADOW_TEST(su+shadowpixel_size*5.0); - SHADOW_TEST(su+shadowpixel_size*4.0); - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 6.0); + SHADOW_TEST(su + shadowpixel_size * 5.0); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - SHADOW_TEST(su-shadowpixel_size*4.0); - SHADOW_TEST(su-shadowpixel_size*5.0); - SHADOW_TEST(su-shadowpixel_size*6.0); - shadow_attenuation/=13.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + SHADOW_TEST(su - shadowpixel_size * 5.0); + SHADOW_TEST(su - shadowpixel_size * 6.0); + shadow_attenuation /= 13.0; #endif - //color*=shadow_attenuation; - color=mix(real_light_shadow_color,color,shadow_attenuation); + //color *= shadow_attenuation; + color = mix(real_light_shadow_color, color, shadow_attenuation); //use shadows #endif } //use lighting #endif - //color.rgb*=color.a; + //color.rgb *= color.a; frag_color = color; - } diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl index c757990de0..b06e9076d9 100644 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -1,20 +1,18 @@ [vertex] - - uniform highp mat4 projection_matrix; uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; -layout(location=0) in highp vec3 vertex; +layout(location = 0) in highp vec3 vertex; out highp vec4 position_interp; void main() { - gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); - position_interp=gl_Position; + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); + position_interp = gl_Position; } [fragment] @@ -22,28 +20,22 @@ void main() { in highp vec4 position_interp; #ifdef USE_RGBA_SHADOWS - -layout(location=0) out lowp vec4 distance_buf; - +layout(location = 0) out lowp vec4 distance_buf; #else - -layout(location=0) out highp float distance_buf; - +layout(location = 0) out highp float distance_buf; #endif void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - distance_buf=comp; + distance_buf = comp; #else - distance_buf=depth; - + distance_buf = depth; #endif } - diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 1b7c626d3c..e17b71df27 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -1,13 +1,12 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -layout(location=4) in vec3 cube_in; +layout(location = 4) in vec3 cube_in; #else -layout(location=4) in vec2 uv_in; +layout(location = 4) in vec2 uv_in; #endif -layout(location=5) in vec2 uv2_in; +layout(location = 5) in vec2 uv2_in; #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) out vec3 cube_interp; @@ -32,7 +31,7 @@ void main() { #else uv_interp = uv_in; #ifdef V_FLIP - uv_interp.y = 1.0-uv_interp.y; + uv_interp.y = 1.0 - uv_interp.y; #endif #endif @@ -44,7 +43,6 @@ void main() { uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; #endif - } [fragment] @@ -72,38 +70,33 @@ uniform samplerCube source_cube; //texunit:0 uniform sampler2D source; //texunit:0 #endif - #ifdef USE_MULTIPLIER uniform float multiplier; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) -vec4 texturePanorama(vec3 normal,sampler2D pano ) { +vec4 texturePanorama(vec3 normal, sampler2D pano) { vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y) - ); - - if(st.x < 0.0) - st.x += M_PI*2.0; + atan(normal.x, normal.z), + acos(normal.y)); - st/=vec2(M_PI*2.0,M_PI); + if (st.x < 0.0) + st.x += M_PI * 2.0; - return textureLod(pano,st,0.0); + st /= vec2(M_PI * 2.0, M_PI); + return textureLod(pano, st, 0.0); } #endif - uniform float stuff; uniform vec2 pixel_size; in vec2 uv2_interp; - #ifdef USE_BCS uniform vec3 bcs; @@ -118,20 +111,17 @@ uniform sampler2D color_correction; //texunit:1 layout(location = 0) out vec4 frag_color; - - - void main() { //vec4 color = color_interp; #ifdef USE_PANORAMA - vec4 color = texturePanorama( normalize(cube_interp), source ); + vec4 color = texturePanorama(normalize(cube_interp), source); #elif defined(USE_ASYM_PANO) - // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. + // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1. // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. @@ -142,72 +132,68 @@ void main() { cube_normal = mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; - vec4 color = texturePanorama( normalize(cube_normal.xyz), source ); + vec4 color = texturePanorama(normalize(cube_normal.xyz), source); #elif defined(USE_CUBEMAP) - vec4 color = texture( source_cube, normalize(cube_interp) ); + vec4 color = texture(source_cube, normalize(cube_interp)); #else - vec4 color = textureLod( source, uv_interp,0.0 ); + vec4 color = textureLod(source, uv_interp, 0.0); #endif - - #ifdef LINEAR_TO_SRGB //regular Linear -> SRGB conversion vec3 a = vec3(0.055); - color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); + color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); #endif #ifdef SRGB_TO_LINEAR - color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045))); + color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045))); #endif #ifdef DEBUG_GRADIENT - color.rg=uv_interp; - color.b=0.0; + color.rg = uv_interp; + color.b = 0.0; #endif #ifdef DISABLE_ALPHA - color.a=1.0; + color.a = 1.0; #endif - #ifdef GAUSSIAN_HORIZONTAL - color*=0.38774; - color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136; - color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136; + color *= 0.38774; + color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136; + color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136; #endif #ifdef GAUSSIAN_VERTICAL - color*=0.38774; - color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136; - color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; + color *= 0.38774; + color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136; + color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136; #endif #ifdef USE_BCS - color.rgb = mix(vec3(0.0),color.rgb,bcs.x); - color.rgb = mix(vec3(0.5),color.rgb,bcs.y); - color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + color.rgb = mix(vec3(0.0), color.rgb, bcs.x); + color.rgb = mix(vec3(0.5), color.rgb, bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); #endif #ifdef USE_COLOR_CORRECTION - color.r = texture(color_correction,vec2(color.r,0.0)).r; - color.g = texture(color_correction,vec2(color.g,0.0)).g; - color.b = texture(color_correction,vec2(color.b,0.0)).b; + color.r = texture(color_correction, vec2(color.r, 0.0)).r; + color.g = texture(color_correction, vec2(color.g, 0.0)).g; + color.b = texture(color_correction, vec2(color.b, 0.0)).b; #endif #ifdef USE_MULTIPLIER - color.rgb*=multiplier; + color.rgb *= multiplier; #endif frag_color = color; } - diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl index 5ffc78c0b9..2911746bb7 100644 --- a/drivers/gles3/shaders/cube_to_dp.glsl +++ b/drivers/gles3/shaders/cube_to_dp.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -14,7 +13,6 @@ void main() { [fragment] - uniform highp samplerCube source_cube; //texunit:0 in vec2 uv_interp; @@ -25,55 +23,53 @@ uniform highp float bias; void main() { - highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 ); -/* - if(z_flip) { - normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0); + /* + if (z_flip) { + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); } else { - normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); } -*/ + */ - //normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); - //normal.xy*=1.0+normal.z; + //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + //normal.xy *= 1.0 + normal.z; - normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); + normal = normalize(normal); + /* + normal.z = 0.5; normal = normalize(normal); + */ -/* - normal.z=0.5; - normal=normalize(normal); -*/ if (!z_flip) { - normal.z=-normal.z; + normal.z = -normal.z; } - //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); - float depth = texture(source_cube,normal).r; + //normal = normalize(vec3(uv_interp * 2.0 - 1.0, 1.0)); + float depth = texture(source_cube, normal).r; // absolute values for direction cosines, bigger value equals closer to basis axis vec3 unorm = abs(normal); - if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { - // x code - unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ; - } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { - // y code - unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ; - } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { - // z code - unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ; + if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { + // x code + unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); + } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { + // y code + unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); + } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { + // z code + unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); } else { - // oh-no we messed up code - // has to be - unorm = vec3( 1.0, 0.0, 0.0 ); + // oh-no we messed up code + // has to be + unorm = vec3(1.0, 0.0, 0.0); } - float depth_fix = 1.0 / dot(normal,unorm); - + float depth_fix = 1.0 / dot(normal, unorm); depth = 2.0 * depth - 1.0; float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); - gl_FragDepth = (linear_depth*depth_fix+bias) / z_far; + gl_FragDepth = (linear_depth * depth_fix + bias) / z_far; } - diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 485fbb6ee0..1462aacf89 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -1,21 +1,19 @@ [vertex] +layout(location = 0) in highp vec2 vertex; -layout(location=0) in highp vec2 vertex; - -layout(location=4) in highp vec2 uv; +layout(location = 4) in highp vec2 uv; out highp vec2 uv_interp; void main() { - uv_interp=uv; - gl_Position=vec4(vertex,0,1); + uv_interp = uv; + gl_Position = vec4(vertex, 0, 1); } [fragment] - precision highp float; precision highp int; @@ -36,90 +34,85 @@ uniform int face_id; uniform float roughness; in highp vec2 uv_interp; - layout(location = 0) out vec4 frag_color; - #define M_PI 3.14159265359 - -vec3 texelCoordToVec(vec2 uv, int faceID) -{ - mat3 faceUvVectors[6]; -/* - // -x - faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z - faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face - - // +x - faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z - faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face - - // -y - faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z - faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face - - // +y - faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z - faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face - - // -z - faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x - faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face - - // +z - faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face -*/ - - // -x - faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z - faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face - - // +x - faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z - faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face - - // -y - faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z - faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face - - // +y - faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z - faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face - - // -z - faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x - faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face - - // +z - faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x - faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y - faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face - - // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. - vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; - return normalize(result); +vec3 texelCoordToVec(vec2 uv, int faceID) { + mat3 faceUvVectors[6]; + /* + // -x + faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face + */ + + // -x + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + + // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. + vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + return normalize(result); } -vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) -{ +vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] // Compute distribution direction float Phi = 2.0 * M_PI * Xi.x; - float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y)); float SinTheta = sqrt(1.0 - CosTheta * CosTheta); // Convert to spherical direction @@ -137,33 +130,29 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) } // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float GGX(float NdotV, float a) -{ +float GGX(float NdotV, float a) { float k = a / 2.0; return NdotV / (NdotV * (1.0 - k) + k); } // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float G_Smith(float a, float nDotV, float nDotL) -{ +float G_Smith(float a, float nDotV, float nDotL) { return GGX(nDotL, a * a) * GGX(nDotV, a * a); } float radicalInverse_VdC(uint bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } vec2 Hammersley(uint i, uint N) { - return vec2(float(i)/float(N), radicalInverse_VdC(i)); + return vec2(float(i) / float(N), radicalInverse_VdC(i)); } - - #ifdef LOW_QUALITY #define SAMPLE_COUNT 64u @@ -178,37 +167,33 @@ uniform bool z_flip; #ifdef USE_SOURCE_PANORAMA -vec4 texturePanorama(vec3 normal,sampler2D pano ) { +vec4 texturePanorama(vec3 normal, sampler2D pano) { vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y) - ); - - if(st.x < 0.0) - st.x += M_PI*2.0; + atan(normal.x, normal.z), + acos(normal.y)); - st/=vec2(M_PI*2.0,M_PI); + if (st.x < 0.0) + st.x += M_PI * 2.0; - return textureLod(pano,st,0.0); + st /= vec2(M_PI * 2.0, M_PI); + return textureLod(pano, st, 0.0); } #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - vec4 textureDualParaboloidArray(vec3 normal) { vec3 norm = normalize(normal); - norm.xy/=1.0+abs(norm.z); - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z<0.0) { - norm.y=0.5-norm.y+0.5; + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z < 0.0) { + norm.y = 0.5 - norm.y + 0.5; } - return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0); - + return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index)), 0.0); } #endif @@ -217,19 +202,18 @@ void main() { #ifdef USE_DUAL_PARABOLOID - vec3 N = vec3( uv_interp * 2.0 - 1.0, 0.0 ); - N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y)); + vec3 N = vec3(uv_interp * 2.0 - 1.0, 0.0); + N.z = 0.5 - 0.5 * ((N.x * N.x) + (N.y * N.y)); N = normalize(N); if (z_flip) { - N.y=-N.y; //y is flipped to improve blending between both sides - N.z=-N.z; + N.y = -N.y; //y is flipped to improve blending between both sides + N.z = -N.z; } - #else - vec2 uv = (uv_interp * 2.0) - 1.0; - vec3 N = texelCoordToVec(uv, face_id); + vec2 uv = (uv_interp * 2.0) - 1.0; + vec3 N = texelCoordToVec(uv, face_id); #endif //vec4 color = color_interp; @@ -237,49 +221,46 @@ void main() { #ifdef USE_SOURCE_PANORAMA - frag_color=vec4(texturePanorama(N,source_panorama).rgb,1.0); + frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0); #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - frag_color=vec4(textureDualParaboloidArray(N).rgb,1.0); + frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0); #endif #if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) - N.y=-N.y; - frag_color=vec4(texture(N,source_cube).rgb,1.0); + N.y = -N.y; + frag_color = vec4(texture(N, source_cube).rgb, 1.0); #endif - - - #else vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); - for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { + for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); - vec3 H = ImportanceSampleGGX( xi, roughness, N ); - vec3 V = N; - vec3 L = normalize(2.0 * dot( V, H ) * H - V); + vec3 H = ImportanceSampleGGX(xi, roughness, N); + vec3 V = N; + vec3 L = normalize(2.0 * dot(V, H) * H - V); - float ndotl = clamp(dot(N, L),0.0,1.0); + float ndotl = clamp(dot(N, L), 0.0, 1.0); - if (ndotl>0.0) { + if (ndotl > 0.0) { #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(H,source_panorama).rgb *ndotl; + sum.rgb += texturePanorama(H, source_panorama).rgb * ndotl; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - sum.rgb += textureDualParaboloidArray(H).rgb *ndotl; + sum.rgb += textureDualParaboloidArray(H).rgb * ndotl; #endif #if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) - H.y=-H.y; - sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl; + H.y = -H.y; + sum.rgb += textureLod(source_cube, H, 0.0).rgb * ndotl; #endif sum.a += ndotl; } @@ -289,6 +270,4 @@ void main() { frag_color = vec4(sum.rgb, 1.0); #endif - } - diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index c8567b4d53..3872ee8d1d 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -39,7 +38,6 @@ uniform sampler2D source_ssao; //texunit:1 uniform float lod; uniform vec2 pixel_size; - layout(location = 0) out vec4 frag_color; #ifdef SSAO_MERGE @@ -48,31 +46,31 @@ uniform vec4 ssao_color; #endif -#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) +#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif -#if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) +#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) #ifdef DOF_QUALITY_LOW -const int dof_kernel_size=5; -const int dof_kernel_from=2; -const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); +const int dof_kernel_size = 5; +const int dof_kernel_from = 2; +const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); #endif #ifdef DOF_QUALITY_MEDIUM -const int dof_kernel_size=11; -const int dof_kernel_from=5; -const float dof_kernel[11] = float[] (0.055037,0.072806,0.090506,0.105726,0.116061,0.119726,0.116061,0.105726,0.090506,0.072806,0.055037); +const int dof_kernel_size = 11; +const int dof_kernel_from = 5; +const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); #endif #ifdef DOF_QUALITY_HIGH -const int dof_kernel_size=21; -const int dof_kernel_from=10; -const float dof_kernel[21] = float[] (0.028174,0.032676,0.037311,0.041944,0.046421,0.050582,0.054261,0.057307,0.059587,0.060998,0.061476,0.060998,0.059587,0.057307,0.054261,0.050582,0.046421,0.041944,0.037311,0.032676,0.028174); +const int dof_kernel_size = 21; +const int dof_kernel_from = 10; +const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif uniform sampler2D dof_source_depth; //texunit:1 @@ -88,7 +86,6 @@ uniform sampler2D source_dof_original; //texunit:2 #endif - #ifdef GLOW_FIRST_PASS uniform float exposure; @@ -112,53 +109,51 @@ uniform float camera_z_near; void main() { - - #ifdef GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; - pix_size*=0.5; //reading from larger buffer, so use more samples - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; - color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; - color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; + color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; + color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; frag_color = color; #endif #ifdef GAUSSIAN_VERTICAL - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; - color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136; - color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136; + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; + color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; + color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; + color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; + color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; frag_color = color; #endif -//glow uses larger sigma for a more rounded blur effect + //glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; - pix_size*=0.5; //reading from larger buffer, so use more samples - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; - color*=glow_strength; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; + color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; + color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; + color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; + color *= glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; - color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; - color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; - color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; - color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; - color*=glow_strength; + vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; + color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; + color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; + color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; + color *= glow_strength; frag_color = color; #endif @@ -166,47 +161,45 @@ void main() { vec4 color_accum = vec4(0.0); - float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; + float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif - float amount = smoothstep(dof_begin,dof_end,depth); - float k_accum=0.0; + float amount = smoothstep(dof_begin, dof_end, depth); + float k_accum = 0.0; - for(int i=0;i<dof_kernel_size;i++) { + for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i-dof_kernel_from; + int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; float tap_k = dof_kernel[i]; - float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif - float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0); - tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect - - vec4 tap_color = textureLod( source_color, tap_uv, 0.0) * tap_k; - - k_accum+=tap_k*tap_amount; - color_accum+=tap_color*tap_amount; + float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; + k_accum += tap_k * tap_amount; + color_accum += tap_color * tap_amount; } - if (k_accum>0.0) { - color_accum/=k_accum; + if (k_accum > 0.0) { + color_accum /= k_accum; } - frag_color = color_accum;///k_accum; + frag_color = color_accum; ///k_accum; #endif @@ -214,47 +207,45 @@ void main() { vec4 color_accum = vec4(0.0); - float max_accum=0.0; + float max_accum = 0.0; - for(int i=0;i<dof_kernel_size;i++) { + for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i-dof_kernel_from; + int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; - float ofs_influence = max(0.0,1.0-float(abs(int_ofs))/float(dof_kernel_from)); + float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); float tap_k = dof_kernel[i]; - vec4 tap_color = textureLod( source_color, tap_uv, 0.0); + vec4 tap_color = textureLod(source_color, tap_uv, 0.0); - float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif - float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth); - tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect #ifdef DOF_NEAR_FIRST_TAP - tap_color.a= 1.0-smoothstep(dof_end,dof_begin,tap_depth); + tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); #endif - max_accum=max(max_accum,tap_amount*ofs_influence); - - color_accum+=tap_color*tap_k; + max_accum = max(max_accum, tap_amount * ofs_influence); + color_accum += tap_color * tap_k; } - color_accum.a=max(color_accum.a,sqrt(max_accum)); - + color_accum.a = max(color_accum.a, sqrt(max_accum)); #ifdef DOF_NEAR_BLUR_MERGE - vec4 original = textureLod( source_dof_original, uv_interp, 0.0); - color_accum = mix(original,color_accum,color_accum.a); + vec4 original = textureLod(source_dof_original, uv_interp, 0.0); + color_accum = mix(original, color_accum, color_accum.a); #endif @@ -265,37 +256,32 @@ void main() { #endif - - #ifdef GLOW_FIRST_PASS #ifdef GLOW_USE_AUTO_EXPOSURE - frag_color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; + frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; #endif - frag_color*=exposure; + frag_color *= exposure; - float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); - float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom ); + float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); + float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); frag_color *= feedback; #endif - #ifdef SIMPLE_COPY - vec4 color =textureLod( source_color, uv_interp,0.0); + vec4 color = textureLod(source_color, uv_interp, 0.0); frag_color = color; #endif #ifdef SSAO_MERGE - vec4 color =textureLod( source_color, uv_interp,0.0); - float ssao =textureLod( source_ssao, uv_interp,0.0).r; + vec4 color = textureLod(source_color, uv_interp, 0.0); + float ssao = textureLod(source_ssao, uv_interp, 0.0).r; - frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 ); + frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); #endif - - } diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl index 001b90a0f1..18fff1ae36 100644 --- a/drivers/gles3/shaders/exposure.glsl +++ b/drivers/gles3/shaders/exposure.glsl @@ -1,18 +1,14 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; - +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - } [fragment] - uniform highp sampler2D source_exposure; //texunit:0 #ifdef EXPOSURE_BEGIN @@ -33,66 +29,56 @@ uniform highp float max_luminance; layout(location = 0) out highp float exposure; - - void main() { - - #ifdef EXPOSURE_BEGIN - - ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size; + ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size; #if 1 //more precise and expensive, but less jittery - ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size; - next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel - highp vec3 source_color=vec3(0.0); - for(int i=src_pos.x;i<next_pos.x;i++) { - for(int j=src_pos.y;j<next_pos.y;j++) { - source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb; + ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size; + next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel + highp vec3 source_color = vec3(0.0); + for (int i = src_pos.x; i < next_pos.x; i++) { + for (int j = src_pos.y; j < next_pos.y; j++) { + source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb; } } - source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) ); + source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y)); #else - highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb; + highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb; #endif - exposure = max(source_color.r,max(source_color.g,source_color.b)); + exposure = max(source_color.r, max(source_color.g, source_color.b)); #else ivec2 coord = ivec2(gl_FragCoord.xy); - exposure = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r; - exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r; - exposure *= (1.0/9.0); + exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r; + exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r; + exposure *= (1.0 / 9.0); #ifdef EXPOSURE_END #ifdef EXPOSURE_FORCE_SET //will stay as is #else - highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure - exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance); + highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure + exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance); #endif //EXPOSURE_FORCE_SET - #endif //EXPOSURE_END #endif //EXPOSURE_BEGIN - - } - - diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index fbee08c0fe..56e5545efe 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -1,14 +1,11 @@ [vertex] - - -layout(location=0) in highp vec4 color; -layout(location=1) in highp vec4 velocity_active; -layout(location=2) in highp vec4 custom; -layout(location=3) in highp vec4 xform_1; -layout(location=4) in highp vec4 xform_2; -layout(location=5) in highp vec4 xform_3; - +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_active; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +layout(location = 5) in highp vec4 xform_3; struct Attractor { @@ -39,7 +36,6 @@ uniform float lifetime; uniform mat4 emission_transform; uniform uint random_seed; - out highp vec4 out_color; //tfb: out highp vec4 out_velocity_active; //tfb: out highp vec4 out_custom; //tfb: @@ -47,7 +43,6 @@ out highp vec4 out_xform_1; //tfb: out highp vec4 out_xform_2; //tfb: out highp vec4 out_xform_3; //tfb: - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:0 @@ -58,7 +53,6 @@ MATERIAL_UNIFORMS #endif - VERTEX_SHADER_GLOBALS uint hash(uint x) { @@ -69,13 +63,12 @@ uint hash(uint x) { return x; } - void main() { #ifdef PARTICLES_COPY - out_color=color; - out_velocity_active=velocity_active; + out_color = color; + out_velocity_active = velocity_active; out_custom = custom; out_xform_1 = xform_1; out_xform_2 = xform_2; @@ -83,47 +76,47 @@ void main() { #else - bool apply_forces=true; - bool apply_velocity=true; - float local_delta=delta; + bool apply_forces = true; + bool apply_velocity = true; + float local_delta = delta; float mass = 1.0; - float restart_phase = float(gl_VertexID)/float(total_particles); + float restart_phase = float(gl_VertexID) / float(total_particles); - if (randomness>0.0) { + if (randomness > 0.0) { uint seed = cycle; if (restart_phase >= system_phase) { - seed-=uint(1); + seed -= uint(1); } - seed*=uint(total_particles); - seed+=uint(gl_VertexID); + seed *= uint(total_particles); + seed += uint(gl_VertexID); float random = float(hash(seed) % uint(65536)) / 65536.0; - restart_phase+=randomness * random * 1.0 / float(total_particles); + restart_phase += randomness * random * 1.0 / float(total_particles); } - restart_phase*= (1.0-explosiveness); - bool restart=false; + restart_phase *= (1.0 - explosiveness); + bool restart = false; bool shader_active = velocity_active.a > 0.5; if (system_phase > prev_system_phase) { // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed - if (restart_phase >= prev_system_phase && restart_phase < system_phase ) { - restart=true; + if (restart_phase >= prev_system_phase && restart_phase < system_phase) { + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif } - } else if(delta > 0.0) { + } else if (delta > 0.0) { if (restart_phase >= prev_system_phase) { - restart=true; + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (1.0 - restart_phase + system_phase) * lifetime; #endif - } else if (restart_phase < system_phase ) { - restart=true; + } else if (restart_phase < system_phase) { + restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif @@ -133,14 +126,14 @@ void main() { uint current_cycle = cycle; if (system_phase < restart_phase) { - current_cycle-=uint(1); + current_cycle -= uint(1); } uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); int index = int(gl_VertexID); if (restart) { - shader_active=emitting; + shader_active = emitting; } mat4 xform; @@ -150,23 +143,22 @@ void main() { #else if (clear || restart) { #endif - out_color=vec4(1.0); - out_velocity_active=vec4(0.0); - out_custom=vec4(0.0); + out_color = vec4(1.0); + out_velocity_active = vec4(0.0); + out_custom = vec4(0.0); if (!restart) - shader_active=false; + shader_active = false; xform = mat4( - vec4(1.0,0.0,0.0,0.0), - vec4(0.0,1.0,0.0,0.0), - vec4(0.0,0.0,1.0,0.0), - vec4(0.0,0.0,0.0,1.0) - ); + vec4(1.0, 0.0, 0.0, 0.0), + vec4(0.0, 1.0, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 1.0)); } else { - out_color=color; - out_velocity_active=velocity_active; - out_custom=custom; - xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); + out_color = color; + out_velocity_active = velocity_active; + out_custom = custom; + xform = transpose(mat4(xform_1, xform_2, xform_3, vec4(vec3(0.0), 1.0))); } if (shader_active) { @@ -181,26 +173,25 @@ VERTEX_SHADER_CODE if (false) { vec3 force = vec3(0.0); - for(int i=0;i<attractor_count;i++) { + for (int i = 0; i < attractor_count; i++) { vec3 rel_vec = xform[3].xyz - attractors[i].pos; float dist = length(rel_vec); if (attractors[i].radius < dist) continue; - if (attractors[i].eat_radius>0.0 && attractors[i].eat_radius > dist) { - out_velocity_active.a=0.0; + if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) { + out_velocity_active.a = 0.0; } rel_vec = normalize(rel_vec); - float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation); + float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation); - if (attractors[i].dir==vec3(0.0)) { + if (attractors[i].dir == vec3(0.0)) { //towards center - force+=attractors[i].strength * rel_vec * attenuation * mass; + force += attractors[i].strength * rel_vec * attenuation * mass; } else { - force+=attractors[i].strength * attractors[i].dir * attenuation *mass; - + force += attractors[i].strength * attractors[i].dir * attenuation * mass; } } @@ -216,25 +207,23 @@ VERTEX_SHADER_CODE } #endif } else { - xform=mat4(0.0); + xform = mat4(0.0); } xform = transpose(xform); - out_velocity_active.a = mix(0.0,1.0,shader_active); + out_velocity_active.a = mix(0.0, 1.0, shader_active); out_xform_1 = xform[0]; out_xform_2 = xform[1]; out_xform_3 = xform[2]; #endif //PARTICLES_COPY - } [fragment] -//any code here is never executed, stuff is filled just so it works - +// any code here is never executed, stuff is filled just so it works #if defined(USE_MATERIAL) diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 0b50a9c57b..d860fa544f 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -1,12 +1,10 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; - void main() { uv_interp = uv_in; @@ -20,8 +18,8 @@ precision mediump float; #endif in vec2 uv_interp; -uniform sampler2D source_specular; //texunit:0 -uniform sampler2D source_ssr; //texunit:1 +uniform sampler2D source_specular; // texunit:0 +uniform sampler2D source_ssr; // texunit:1 uniform vec2 pixel_size; @@ -31,14 +29,12 @@ layout(location = 0) out vec4 frag_color; void main() { - vec4 specular = texture( source_specular, uv_interp ); + vec4 specular = texture(source_specular, uv_interp); #ifdef USE_SSR - - vec4 ssr = textureLod(source_ssr,uv_interp,0.0); - specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); + vec4 ssr = textureLod(source_ssr, uv_interp, 0.0); + specular.rgb = mix(specular.rgb, ssr.rgb * specular.a, ssr.a); #endif - frag_color = vec4(specular.rgb,1.0); + frag_color = vec4(specular.rgb, 1.0); } - diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 2d6f42679f..cacce93dc5 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -16,50 +16,49 @@ ARRAY_WEIGHTS=7, ARRAY_INDEX=8, */ -//hack to use uv if no uv present so it works with lightmap - +// hack to use uv if no uv present so it works with lightmap /* INPUT ATTRIBS */ -layout(location=0) in highp vec4 vertex_attrib; -layout(location=1) in vec3 normal_attrib; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 1) in vec3 normal_attrib; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -layout(location=2) in vec4 tangent_attrib; +layout(location = 2) in vec4 tangent_attrib; #endif #if defined(ENABLE_COLOR_INTERP) -layout(location=3) in vec4 color_attrib; +layout(location = 3) in vec4 color_attrib; #endif #if defined(ENABLE_UV_INTERP) -layout(location=4) in vec2 uv_attrib; +layout(location = 4) in vec2 uv_attrib; #endif #if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) -layout(location=5) in vec2 uv2_attrib; +layout(location = 5) in vec2 uv2_attrib; #endif uniform float normal_mult; #ifdef USE_SKELETON -layout(location=6) in uvec4 bone_indices; // attrib:6 -layout(location=7) in vec4 bone_weights; // attrib:7 +layout(location = 6) in uvec4 bone_indices; // attrib:6 +layout(location = 7) in vec4 bone_weights; // attrib:7 #endif #ifdef USE_INSTANCING -layout(location=8) in highp vec4 instance_xform0; -layout(location=9) in highp vec4 instance_xform1; -layout(location=10) in highp vec4 instance_xform2; -layout(location=11) in lowp vec4 instance_color; +layout(location = 8) in highp vec4 instance_xform0; +layout(location = 9) in highp vec4 instance_xform1; +layout(location = 10) in highp vec4 instance_xform2; +layout(location = 11) in lowp vec4 instance_color; #if defined(ENABLE_INSTANCE_CUSTOM) -layout(location=12) in highp vec4 instance_custom_data; +layout(location = 12) in highp vec4 instance_custom_data; #endif #endif -layout(std140) uniform SceneData { //ubo:0 +layout(std140) uniform SceneData { // ubo:0 highp mat4 projection_matrix; highp mat4 inv_projection_matrix; @@ -102,12 +101,10 @@ layout(std140) uniform SceneData { //ubo:0 highp float fog_height_min; highp float fog_height_max; highp float fog_height_curve; - }; uniform highp mat4 world_transform; - #ifdef USE_LIGHT_DIRECTIONAL layout(std140) uniform DirectionalLightData { //ubo:3 @@ -115,7 +112,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3 highp vec4 light_pos_inv_radius; mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; - mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix1; @@ -135,14 +132,12 @@ struct LightData { highp vec4 light_pos_inv_radius; mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; - mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix; - }; - layout(std140) uniform OmniLightData { //ubo:4 LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; @@ -155,7 +150,6 @@ layout(std140) uniform SpotLightData { //ubo:5 #ifdef USE_FORWARD_LIGHTING - uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; uniform int omni_light_count; @@ -167,49 +161,45 @@ uniform int spot_light_count; out vec4 diffuse_light_interp; out vec4 specular_light_interp; -void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) { - float dotNL = max(dot(N,L), 0.0 ); + float dotNL = max(dot(N, L), 0.0); diffuse += dotNL * light_color / M_PI; if (roughness > 0.0) { vec3 H = normalize(V + L); - float dotNH = max(dot(N,H), 0.0 ); - float intensity = (roughness >= 1.0 ? 1.0 : pow( dotNH, (1.0-roughness) * 256.0)); + float dotNH = max(dot(N, H), 0.0); + float intensity = (roughness >= 1.0 ? 1.0 : pow(dotNH, (1.0 - roughness) * 256.0)); specular += light_color * intensity; - } } -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal, float roughness,inout vec3 diffuse, inout vec3 specular) { - - vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; - float light_length = length( light_rel_vec ); - float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { - light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb * light_attenuation,roughness,diffuse,specular); + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w)); + light_compute(normal, normalize(light_rel_vec), eye_vec, omni_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular); } void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { - vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; - float light_length = length( light_rel_vec ); - float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w)); vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; - float spot_cutoff=spot_lights[idx].light_params.y; - float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float spot_cutoff = spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); - light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); - + light_attenuation *= 1.0 - pow(max(spot_rim, 0.001), spot_lights[idx].light_params.x); - light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,roughness,diffuse,specular); + light_compute(normal, normalize(light_rel_vec), eye_vec, spot_lights[idx].light_color_energy.rgb * light_attenuation, roughness, diffuse, specular); } - #endif /* Varyings */ @@ -225,20 +215,18 @@ out vec4 color_interp; out vec2 uv_interp; #endif -#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP) +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) out vec2 uv2_interp; #endif - #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) out vec3 tangent_interp; out vec3 binormal_interp; #endif - #if defined(USE_MATERIAL) -layout(std140) uniform UniformData { //ubo:1 +layout(std140) uniform UniformData { // ubo:1 MATERIAL_UNIFORMS @@ -257,7 +245,7 @@ out highp float dp_clip; #define SKELETON_TEXTURE_WIDTH 256 #ifdef USE_SKELETON -uniform highp sampler2D skeleton_texture; //texunit:-1 +uniform highp sampler2D skeleton_texture; // texunit:-1 #endif out highp vec4 position_interp; @@ -272,21 +260,19 @@ void main() { mat4 world_matrix = world_transform; - #ifdef USE_INSTANCING { - highp mat4 m=mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)); + highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)); world_matrix = world_matrix * transpose(m); } #endif vec3 normal = normal_attrib * normal_mult; - #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) vec3 tangent = tangent_attrib.xyz; - tangent*=normal_mult; + tangent *= normal_mult; float binormalf = tangent_attrib.a; #endif @@ -298,10 +284,9 @@ void main() { #endif - #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 binormal = normalize( cross(normal,tangent) * binormalf ); + vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif #if defined(ENABLE_UV_INTERP) @@ -329,13 +314,13 @@ void main() { mat3 normal_matrix = mat3(transpose(inverse(world_matrix))); normal = normal_matrix * normal; #else - normal = normalize((world_matrix * vec4(normal,0.0)).xyz); + normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); #endif #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); - binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); + tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz); + binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz); #endif #endif @@ -345,45 +330,44 @@ void main() { #define projection_matrix local_projection #define world_transform world_matrix - #ifdef USE_SKELETON { //skeleton transform ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int - ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*3 ); - highp mat3x4 m = mat3x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) - ) * bone_weights.x; - - tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*3 ); + ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3); + highp mat3x4 m; + m = mat3x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) + * bone_weights.x; - m+= mat3x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) - ) * bone_weights.y; + tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3); - tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*3 ); + m += mat3x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) + * bone_weights.y; - m+= mat3x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) - ) * bone_weights.z; + tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3); + m += mat3x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) + * bone_weights.z; - tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*3 ); + tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3); - m+= mat3x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) - ) * bone_weights.w; + m += mat3x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) + * bone_weights.w; - mat4 bone_matrix = transpose(mat4(m[0],m[1],m[2],vec4(0.0,0.0,0.0,1.0))); + mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0))); world_matrix = bone_matrix * world_matrix; } @@ -396,9 +380,7 @@ VERTEX_SHADER_CODE } - - -//using local coordinates (default) +// using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) vertex = modelview * vertex; @@ -407,13 +389,13 @@ VERTEX_SHADER_CODE mat3 normal_matrix = mat3(transpose(inverse(modelview))); normal = normal_matrix * normal; #else - normal = normalize((modelview * vec4(normal,0.0)).xyz); + normal = normalize((modelview * vec4(normal, 0.0)).xyz); #endif #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent = normalize((modelview * vec4(tangent,0.0)).xyz); - binormal = normalize((modelview * vec4(binormal,0.0)).xyz); + tangent = normalize((modelview * vec4(tangent, 0.0)).xyz); + binormal = normalize((modelview * vec4(binormal, 0.0)).xyz); #endif #endif @@ -421,74 +403,70 @@ VERTEX_SHADER_CODE #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = camera_inverse_matrix * vertex; - normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz); + normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz); - binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz); + tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz); + binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz); #endif #endif vertex_interp = vertex.xyz; normal_interp = normal; - #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) tangent_interp = tangent; binormal_interp = binormal; #endif - #ifdef RENDER_DEPTH - #ifdef RENDER_DEPTH_DUAL_PARABOLOID - vertex_interp.z*= shadow_dual_paraboloid_render_side; - normal_interp.z*= shadow_dual_paraboloid_render_side; + vertex_interp.z *= shadow_dual_paraboloid_render_side; + normal_interp.z *= shadow_dual_paraboloid_render_side; - dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges - highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset; + highp vec3 vtx = vertex_interp + normalize(vertex_interp) * z_offset; highp float distance = length(vtx); vtx = normalize(vtx); - vtx.xy/=1.0-vtx.z; - vtx.z=(distance/shadow_dual_paraboloid_render_zfar); - vtx.z=vtx.z * 2.0 - 1.0; + vtx.xy /= 1.0 - vtx.z; + vtx.z = (distance / shadow_dual_paraboloid_render_zfar); + vtx.z = vtx.z * 2.0 - 1.0; vertex_interp = vtx; - #else float z_ofs = z_offset; - z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale; - vertex_interp.z-=z_ofs; + z_ofs += (1.0 - abs(normal_interp.z)) * z_slope_scale; + vertex_interp.z -= z_ofs; #endif //RENDER_DEPTH_DUAL_PARABOLOID #endif //RENDER_DEPTH - gl_Position = projection_matrix * vec4(vertex_interp,1.0); + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); - position_interp=gl_Position; + position_interp = gl_Position; #ifdef USE_VERTEX_LIGHTING - diffuse_light_interp=vec4(0.0); - specular_light_interp=vec4(0.0); + diffuse_light_interp = vec4(0.0); + specular_light_interp = vec4(0.0); #ifdef USE_FORWARD_LIGHTING - for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + for (int i = 0; i < omni_light_count; i++) { + light_process_omni(omni_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); } - for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + for (int i = 0; i < spot_light_count; i++) { + light_process_spot(spot_light_indices[i], vertex_interp, -normalize(vertex_interp), normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); } #endif @@ -496,36 +474,33 @@ VERTEX_SHADER_CODE vec3 directional_diffuse = vec3(0.0); vec3 directional_specular = vec3(0.0); - light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular); + light_compute(normal_interp, -light_direction_attenuation.xyz, -normalize(vertex_interp), light_color_energy.rgb, roughness, directional_diffuse, directional_specular); - float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333)); - float diff_dir_avg = dot(directional_diffuse,vec3(0.33333)); - if (diff_avg>0.0) { - diffuse_light_interp.a=diff_dir_avg/(diff_avg+diff_dir_avg); + float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333)); + float diff_dir_avg = dot(directional_diffuse, vec3(0.33333)); + if (diff_avg > 0.0) { + diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg); } else { - diffuse_light_interp.a=1.0; + diffuse_light_interp.a = 1.0; } - diffuse_light_interp.rgb+=directional_diffuse; + diffuse_light_interp.rgb += directional_diffuse; - float spec_avg = dot(specular_light_interp.rgb,vec3(0.33333)); - float spec_dir_avg = dot(directional_specular,vec3(0.33333)); - if (spec_avg>0.0) { - specular_light_interp.a=spec_dir_avg/(spec_avg+spec_dir_avg); + float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333)); + float spec_dir_avg = dot(directional_specular, vec3(0.33333)); + if (spec_avg > 0.0) { + specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg); } else { - specular_light_interp.a=1.0; + specular_light_interp.a = 1.0; } - specular_light_interp.rgb+=directional_specular; + specular_light_interp.rgb += directional_specular; #endif //USE_LIGHT_DIRECTIONAL - #endif // USE_VERTEX_LIGHTING - } - [fragment] /* texture unit usage, N is max_texture_unity-N @@ -569,14 +544,11 @@ in vec3 binormal_interp; in highp vec3 vertex_interp; in vec3 normal_interp; - /* PBR CHANNELS */ #ifdef USE_RADIANCE_MAP - - -layout(std140) uniform Radiance { //ubo:2 +layout(std140) uniform Radiance { // ubo:2 mat4 radiance_inverse_xform; float radiance_ambient_contribution; @@ -587,19 +559,19 @@ layout(std140) uniform Radiance { //ubo:2 #ifdef USE_RADIANCE_MAP_ARRAY -uniform sampler2DArray radiance_map; //texunit:-2 +uniform sampler2DArray radiance_map; // texunit:-2 -vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { +vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec, float p_roughness) { vec3 norm = normalize(p_vec); - norm.xy/=1.0+abs(norm.z); - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); // we need to lie the derivatives (normg) and assume that DP side is always the same // to get proper texture filtering - vec2 normg=norm.xy; - if (norm.z>0.0) { - norm.y=0.5-norm.y+0.5; + vec2 normg = norm.xy; + if (norm.z > 0.0) { + norm.y = 0.5 - norm.y + 0.5; } // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays, @@ -608,22 +580,22 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { float index = p_roughness * RADIANCE_MAX_LOD; int indexi = int(index * 256.0); - vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi/256)),dFdx(normg),dFdy(normg)).xyz; - vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi/256+1)),dFdx(normg),dFdy(normg)).xyz; - return mix(base,next,float(indexi%256)/256.0); + vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256)), dFdx(normg), dFdy(normg)).xyz; + vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi / 256 + 1)), dFdx(normg), dFdy(normg)).xyz; + return mix(base, next, float(indexi % 256) / 256.0); } #else -uniform sampler2D radiance_map; //texunit:-2 +uniform sampler2D radiance_map; // texunit:-2 -vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { +vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) { vec3 norm = normalize(p_vec); - norm.xy/=1.0+abs(norm.z); - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z>0.0) { - norm.y=0.5-norm.y+0.5; + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z > 0.0) { + norm.y = 0.5 - norm.y + 0.5; } return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; } @@ -634,8 +606,6 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { /* Material Uniforms */ - - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { @@ -702,7 +672,7 @@ layout(std140) uniform DirectionalLightData { highp vec4 light_pos_inv_radius; mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; - mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix1; @@ -712,8 +682,7 @@ layout(std140) uniform DirectionalLightData { mediump vec4 shadow_split_offsets; }; - -uniform highp sampler2DShadow directional_shadow; //texunit:-4 +uniform highp sampler2DShadow directional_shadow; // texunit:-4 #endif @@ -721,52 +690,48 @@ uniform highp sampler2DShadow directional_shadow; //texunit:-4 in vec4 diffuse_light_interp; in vec4 specular_light_interp; #endif -//omni and spot +// omni and spot struct LightData { highp vec4 light_pos_inv_radius; mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; - mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled, mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix; }; - -layout(std140) uniform OmniLightData { //ubo:4 +layout(std140) uniform OmniLightData { // ubo:4 LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; -layout(std140) uniform SpotLightData { //ubo:5 +layout(std140) uniform SpotLightData { // ubo:5 LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; - -uniform highp sampler2DShadow shadow_atlas; //texunit:-5 - +uniform highp sampler2DShadow shadow_atlas; // texunit:-5 struct ReflectionData { mediump vec4 box_extents; mediump vec4 box_offset; mediump vec4 params; // intensity, 0, interior , boxproject - mediump vec4 ambient; //ambient color, energy + mediump vec4 ambient; // ambient color, energy mediump vec4 atlas_clamp; - highp mat4 local_matrix; //up to here for spot and omni, rest is for directional - //notes: for ambientblend, use distance to edge to blend between already existing global environment + highp mat4 local_matrix; // up to here for spot and omni, rest is for directional + // notes: for ambientblend, use distance to edge to blend between already existing global environment }; layout(std140) uniform ReflectionProbeData { //ubo:6 ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; }; -uniform mediump sampler2D reflection_atlas; //texunit:-3 - +uniform mediump sampler2D reflection_atlas; // texunit:-3 #ifdef USE_FORWARD_LIGHTING @@ -781,39 +746,38 @@ uniform int reflection_count; #endif - #if defined(SCREEN_TEXTURE_USED) -uniform highp sampler2D screen_texture; //texunit:-7 +uniform highp sampler2D screen_texture; // texunit:-7 #endif #ifdef USE_MULTIPLE_RENDER_TARGETS -layout(location=0) out vec4 diffuse_buffer; -layout(location=1) out vec4 specular_buffer; -layout(location=2) out vec4 normal_mr_buffer; +layout(location = 0) out vec4 diffuse_buffer; +layout(location = 1) out vec4 specular_buffer; +layout(location = 2) out vec4 normal_mr_buffer; #if defined(ENABLE_SSS) -layout(location=3) out float sss_buffer; +layout(location = 3) out float sss_buffer; #endif #else -layout(location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; #endif in highp vec4 position_interp; -uniform highp sampler2D depth_buffer; //texunit:-8 +uniform highp sampler2D depth_buffer; // texunit:-8 #ifdef USE_CONTACT_SHADOWS float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { - if (abs(dir.z)>0.99) + if (abs(dir.z) > 0.99) return 1.0; - vec3 endpoint = pos+dir*max_distance; + vec3 endpoint = pos + dir * max_distance; vec4 source = position_interp; vec4 dest = projection_matrix * vec4(endpoint, 1.0); @@ -822,51 +786,48 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { vec2 screen_rel = to_screen - from_screen; - if (length(screen_rel)<0.00001) - return 1.0; //too small, don't do anything + if (length(screen_rel) < 0.00001) + return 1.0; // too small, don't do anything - /*float pixel_size; //approximate pixel size + /* + float pixel_size; // approximate pixel size if (screen_rel.x > screen_rel.y) { - pixel_size = abs((pos.x-endpoint.x)/(screen_rel.x/screen_pixel_size.x)); + pixel_size = abs((pos.x - endpoint.x) / (screen_rel.x / screen_pixel_size.x)); } else { - pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y)); - - }*/ - vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,max_distance*0.5), 1.0); //todo un-harcode the 0.04 - - - - vec2 pixel_incr = normalize(screen_rel)*screen_pixel_size; + pixel_size = abs((pos.y - endpoint.y) / (screen_rel.y / screen_pixel_size.y)); + } + */ + vec4 bias = projection_matrix * vec4(pos + vec3(0.0, 0.0, max_distance * 0.5), 1.0); + vec2 pixel_incr = normalize(screen_rel) * screen_pixel_size; float steps = length(screen_rel) / length(pixel_incr); - steps = min(2000.0,steps); //put a limit to avoid freezing in some strange situation - //steps=10.0; + steps = min(2000.0, steps); // put a limit to avoid freezing in some strange situation + //steps = 10.0; - vec4 incr = (dest - source)/steps; - float ratio=0.0; - float ratio_incr = 1.0/steps; + vec4 incr = (dest - source) / steps; + float ratio = 0.0; + float ratio_incr = 1.0 / steps; - while(steps>0.0) { - source += incr*2.0; - bias+=incr*2.0; + while (steps > 0.0) { + source += incr * 2.0; + bias += incr * 2.0; vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5; - float depth = texture(depth_buffer,uv_depth.xy).r; + float depth = texture(depth_buffer, uv_depth.xy).r; if (depth < uv_depth.z) { - if (depth > (bias.z/bias.w) * 0.5 + 0.5) { - return min(pow(ratio,4.0),1.0); + if (depth > (bias.z / bias.w) * 0.5 + 0.5) { + return min(pow(ratio, 4.0), 1.0); } else { return 1.0; } } - - ratio+=ratio_incr; - steps-=1.0; + ratio += ratio_incr; + steps -= 1.0; } return 1.0; @@ -874,7 +835,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { #endif - // This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. // We're dividing this factor off because the overall term we'll end up looks like // (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): @@ -896,51 +856,48 @@ float G_GGX_2cos(float cos_theta_m, float alpha) { // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) // Eq. (19), although see Heitz (2014) the about the problems with his derivation. // It nevertheless approximates GGX well with k = alpha/2. - float k = 0.5*alpha; + float k = 0.5 * alpha; return 0.5 / (cos_theta_m * (1.0 - k) + k); - // float cos2 = cos_theta_m*cos_theta_m; - // float sin2 = (1.0-cos2); - // return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) ); + // float cos2 = cos_theta_m * cos_theta_m; + // float sin2 = (1.0 - cos2); + // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); } float D_GGX(float cos_theta_m, float alpha) { - float alpha2 = alpha*alpha; - float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m; - return alpha2/(M_PI * d * d); + float alpha2 = alpha * alpha; + float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; + return alpha2 / (M_PI * d * d); } float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0-cos2); + float sin2 = (1.0 - cos2); float s_x = alpha_x * cos_phi; float s_y = alpha_y * sin_phi; - return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 ), 0.001); + return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); } float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0-cos2); - float r_x = cos_phi/alpha_x; - float r_y = sin_phi/alpha_y; - float d = cos2 + sin2*(r_x * r_x + r_y * r_y); + float sin2 = (1.0 - cos2); + float r_x = cos_phi / alpha_x; + float r_y = sin_phi / alpha_y; + float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); } - -float SchlickFresnel(float u) -{ - float m = 1.0-u; - float m2 = m*m; - return m2*m2*m; // pow(m,5) +float SchlickFresnel(float u) { + float m = 1.0 - u; + float m2 = m * m; + return m2 * m2 * m; // pow(m,5) } -float GTR1(float NdotH, float a) -{ - if (a >= 1.0) return 1.0/M_PI; - float a2 = a*a; - float t = 1.0 + (a2-1.0)*NdotH*NdotH; - return (a2-1.0) / (M_PI*log(a2)*t); +float GTR1(float NdotH, float a) { + if (a >= 1.0) return 1.0 / M_PI; + float a2 = a * a; + float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; + return (a2 - 1.0) / (M_PI * log(a2) * t); } vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { @@ -952,7 +909,7 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { #if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader + // light is written by the light shader vec3 normal = N; vec3 albedo = diffuse_color; @@ -961,9 +918,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec LIGHT_SHADER_CODE - #else - float NdotL = dot(N,L); + float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); @@ -975,10 +931,9 @@ LIGHT_SHADER_CODE float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #endif - #if defined(DIFFUSE_LAMBERT_WRAP) - //energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + // energy conserving lambert wrap shader + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) @@ -986,12 +941,11 @@ LIGHT_SHADER_CODE // see http://mimosa-pudica.net/improved-oren-nayar.html float LdotV = dot(L, V); - float s = LdotV - NdotL * NdotV; float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); float sigma2 = roughness * roughness; // TODO: this needs checking - vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); + vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); float B = 0.45 * sigma2 / (sigma2 + 0.09); diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); @@ -999,21 +953,20 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL); + diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); #elif defined(DIFFUSE_BURLEY) { - vec3 H = normalize(V + L); - float cLdotH = max(0.0,dot(L, H)); + float cLdotH = max(0.0, dot(L, H)); float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; - /* + /* float energyBias = mix(roughness, 0.0, 0.5); float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); float fd90 = energyBias + 2.0 * VoH * VoH * roughness; @@ -1021,10 +974,11 @@ LIGHT_SHADER_CODE float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); - diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/ + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor; + */ } #else - //lambert + // lambert diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif @@ -1034,70 +988,67 @@ LIGHT_SHADER_CODE diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; #endif - #if defined(LIGHT_USE_RIM) - float rim_light = pow(max(0.0,1.0-cNdotV), max(0.0,(1.0-roughness)*16.0)); - diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; + float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); + diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color; #endif } - if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely - // D #if defined(SPECULAR_BLINN) vec3 H = normalize(V + L); - float cNdotH = max(dot(N,H), 0.0 ); - float intensity = pow( cNdotH, (1.0-roughness) * 256.0); + float cNdotH = max(dot(N, H), 0.0); + float intensity = pow(cNdotH, (1.0 - roughness) * 256.0); specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_PHONG) - vec3 R = normalize(-reflect(L,N)); - float cRdotV = max(0.0,dot(R,V)); - float intensity = pow( cRdotV, (1.0-roughness) * 256.0); - specular_light += light_color * intensity * specular_blob_intensity * attenuation; + vec3 R = normalize(-reflect(L, N)); + float cRdotV = max(0.0, dot(R, V)); + float intensity = pow(cRdotV, (1.0 - roughness) * 256.0); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_TOON) - vec3 R = normalize(-reflect(L,N)); - float RdotV = dot(R,V); - float mid = 1.0-roughness; - mid*=mid; - float intensity = smoothstep(mid-roughness*0.5, mid+roughness*0.5, RdotV) * mid; + vec3 R = normalize(-reflect(L, N)); + float RdotV = dot(R, V); + float mid = 1.0 - roughness; + mid *= mid; + float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid; diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection #elif defined(SPECULAR_DISABLED) - //none.. + // none.. #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default vec3 H = normalize(V + L); - float cNdotH = max(dot(N,H), 0.0); - float cLdotH = max(dot(L,H), 0.0); + float cNdotH = max(dot(N, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); -# if defined(LIGHT_USE_ANISOTROPY) +#if defined(LIGHT_USE_ANISOTROPY) - float aspect = sqrt(1.0-anisotropy*0.9); - float rx = roughness/aspect; - float ry = roughness*aspect; - float ax = rx*rx; - float ay = ry*ry; - float XdotH = dot( T, H ); - float YdotH = dot( B, H ); + float aspect = sqrt(1.0 - anisotropy * 0.9); + float rx = roughness / aspect; + float ry = roughness * aspect; + float ax = rx * rx; + float ay = ry * ry; + float XdotH = dot(T, H); + float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); -# else +#else float alpha = roughness * roughness; float D = D_GGX(cNdotH, alpha); float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); -# endif +#endif // F float F0 = 1.0; // FIXME float cLdotH5 = SchlickFresnel(cLdotH); @@ -1110,19 +1061,18 @@ LIGHT_SHADER_CODE #if defined(LIGHT_USE_CLEARCOAT) if (clearcoat_gloss > 0.0) { -# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) +#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) vec3 H = normalize(V + L); -# endif -# if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N,H), 0.0); - float cLdotH = max(dot(L,H), 0.0); +#endif +#if !defined(SPECULAR_SCHLICK_GGX) + float cNdotH = max(dot(N, H), 0.0); + float cLdotH = max(dot(L, H), 0.0); float cLdotH5 = SchlickFresnel(cLdotH); #endif float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); float Fr = mix(.04, 1.0, cLdotH5); float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; @@ -1130,45 +1080,42 @@ LIGHT_SHADER_CODE #endif } - #endif //defined(USE_LIGHT_SHADER_CODE) } - float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) { #ifdef SHADOW_MODE_PCF_13 - float avg=textureProj(shadow,vec4(pos,depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0)); - return avg*(1.0/13.0); + float avg = textureProj(shadow, vec4(pos, depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0)); + return avg * (1.0 / 13.0); #elif defined(SHADOW_MODE_PCF_5) - float avg=textureProj(shadow,vec4(pos,depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); - avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); - return avg*(1.0/5.0); + float avg = textureProj(shadow, vec4(pos, depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0)); + avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); + return avg * (1.0 / 5.0); #else - return textureProj(shadow,vec4(pos,depth,1.0)); + return textureProj(shadow, vec4(pos, depth, 1.0)); #endif - } #ifdef RENDER_DEPTH_DUAL_PARABOLOID @@ -1177,239 +1124,227 @@ in highp float dp_clip; #endif - - #if 0 -//need to save texture depth for this - +// need to save texture depth for this vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) { float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width; float d = scale * distance; - /** - * Armed with the thickness, we can now calculate the color by means of the - * precalculated transmittance profile. - * (It can be precomputed into a texture, for maximum performance): - */ + /** + * Armed with the thickness, we can now calculate the color by means of the + * precalculated transmittance profile. + * (It can be precomputed into a texture, for maximum performance): + */ float dd = -d * d; - vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + - vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + - vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + - vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + - vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + - vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); - - /** - * Using the profile, we finally approximate the transmitted lighting from - * the back of the object: - */ - return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0); + vec3 profile = + vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + + /** + * Using the profile, we finally approximate the transmitted lighting from + * the back of the object: + */ + return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0); } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { - vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; - float light_length = length( light_rel_vec ); - float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; - float omni_attenuation = pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ); + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; + float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w); vec3 light_attenuation = vec3(omni_attenuation); #if !defined(SHADOWS_DISABLED) - if (omni_lights[idx].light_params.w>0.5) { - //there is a shadowmap + if (omni_lights[idx].light_params.w > 0.5) { + // there is a shadowmap - highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz; - float shadow_len=length(splane); - splane=normalize(splane); - vec4 clamp_rect=omni_lights[idx].light_clamp; + highp vec3 splane = (omni_lights[idx].shadow_matrix * vec4(vertex, 1.0)).xyz; + float shadow_len = length(splane); + splane = normalize(splane); + vec4 clamp_rect = omni_lights[idx].light_clamp; - if (splane.z>=0.0) { + if (splane.z >= 0.0) { - splane.z+=1.0; + splane.z += 1.0; - clamp_rect.y+=clamp_rect.w; + clamp_rect.y += clamp_rect.w; } else { - splane.z=1.0 - splane.z; + splane.z = 1.0 - splane.z; /* - if (clamp_rect.z<clamp_rect.w) { - clamp_rect.x+=clamp_rect.z; + if (clamp_rect.z < clamp_rect.w) { + clamp_rect.x += clamp_rect.z; } else { - clamp_rect.y+=clamp_rect.w; + clamp_rect.y += clamp_rect.w; } */ - } - splane.xy/=splane.z; - splane.xy=splane.xy * 0.5 + 0.5; + splane.xy /= splane.z; + splane.xy = splane.xy * 0.5 + 0.5; splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w; - splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw; - float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect); + splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, clamp_rect); #ifdef USE_CONTACT_SHADOWS - if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) { - - float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a)); - shadow=min(shadow,contact_shadow); + if (shadow > 0.01 && omni_lights[idx].shadow_color_contact.a > 0.0) { + float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, omni_lights[idx].shadow_color_contact.a)); + shadow = min(shadow, contact_shadow); } #endif - light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); + light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } #endif //SHADOWS_DISABLED - - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * omni_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); - + light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { - vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; - float light_length = length( light_rel_vec ); - float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; - float spot_attenuation = pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ); + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; + float light_length = length(light_rel_vec); + float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; + float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w); vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; - float spot_cutoff=spot_lights[idx].light_params.y; - float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); - float spot_rim = max(0.0001,(1.0 - scos) / (1.0 - spot_cutoff)); - spot_attenuation*= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x); + float spot_cutoff = spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].light_params.x); vec3 light_attenuation = vec3(spot_attenuation); #if !defined(SHADOWS_DISABLED) - if (spot_lights[idx].light_params.w>0.5) { + if (spot_lights[idx].light_params.w > 0.5) { //there is a shadowmap - highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0)); - splane.xyz/=splane.w; + highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0)); + splane.xyz /= splane.w; - float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp); + float shadow = sample_shadow(shadow_atlas, shadow_atlas_pixel_size, splane.xy, splane.z, spot_lights[idx].light_clamp); #ifdef USE_CONTACT_SHADOWS - if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) { - - float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a)); - shadow=min(shadow,contact_shadow); + if (shadow > 0.01 && spot_lights[idx].shadow_color_contact.a > 0.0) { + float contact_shadow = contact_shadow_compute(vertex, normalize(light_rel_vec), min(light_length, spot_lights[idx].shadow_color_contact.a)); + shadow = min(shadow, contact_shadow); } #endif - light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); + light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } #endif //SHADOWS_DISABLED - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * spot_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); - + light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light); } -void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { +void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { - vec3 ref_vec = normalize(reflect(vertex,normal)); - vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; + vec3 ref_vec = normalize(reflect(vertex, normal)); + vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex, 1.0)).xyz; vec3 box_extents = reflections[idx].box_extents.xyz; - if (any(greaterThan(abs(local_pos),box_extents))) { //out of the reflection box + if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box return; } vec3 inner_pos = abs(local_pos / box_extents); - float blend = max(inner_pos.x,max(inner_pos.y,inner_pos.z)); + float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); //make blend more rounded - blend=mix(length(inner_pos),blend,blend); - blend*=blend; - blend=max(0.0, 1.0-blend); + blend = mix(length(inner_pos), blend, blend); + blend *= blend; + blend = max(0.0, 1.0 - blend); - if (reflections[idx].params.x>0.0){// compute reflection + if (reflections[idx].params.x > 0.0) { // compute reflection - vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec,0.0)).xyz; + vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec, 0.0)).xyz; if (reflections[idx].params.w > 0.5) { //box project vec3 nrdir = normalize(local_ref_vec); - vec3 rbmax = (box_extents - local_pos)/nrdir; - vec3 rbmin = (-box_extents - local_pos)/nrdir; + vec3 rbmax = (box_extents - local_pos) / nrdir; + vec3 rbmin = (-box_extents - local_pos) / nrdir; - - vec3 rbminmax = mix(rbmin,rbmax,greaterThan(nrdir,vec3(0.0,0.0,0.0))); + vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0))); float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); vec3 posonbox = local_pos + nrdir * fa; local_ref_vec = posonbox - reflections[idx].box_offset.xyz; } - - vec4 clamp_rect=reflections[idx].atlas_clamp; + vec4 clamp_rect = reflections[idx].atlas_clamp; vec3 norm = normalize(local_ref_vec); - norm.xy/=1.0+abs(norm.z); - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z>0.0) { - norm.y=0.5-norm.y+0.5; + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z > 0.0) { + norm.y = 0.5 - norm.y + 0.5; } - vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy; - atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy; + atlas_uv = clamp(atlas_uv, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw); highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb; + reflection.rgb = textureLod(reflection_atlas, atlas_uv, roughness * 5.0).rgb; if (reflections[idx].params.z < 0.5) { - reflection.rgb = mix(skybox,reflection.rgb,blend); + reflection.rgb = mix(skybox, reflection.rgb, blend); } - reflection.rgb*=reflections[idx].params.x; + reflection.rgb *= reflections[idx].params.x; reflection.a = blend; - reflection.rgb*=reflection.a; + reflection.rgb *= reflection.a; - reflection_accum+=reflection; + reflection_accum += reflection; } #ifndef USE_LIGHTMAP - if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox - + if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox - vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal,0.0)).xyz; + vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz; - vec3 splane=normalize(local_amb_vec); - vec4 clamp_rect=reflections[idx].atlas_clamp; + vec3 splane = normalize(local_amb_vec); + vec4 clamp_rect = reflections[idx].atlas_clamp; - splane.z*=-1.0; - if (splane.z>=0.0) { - splane.z+=1.0; - clamp_rect.y+=clamp_rect.w; + splane.z *= -1.0; + if (splane.z >= 0.0) { + splane.z += 1.0; + clamp_rect.y += clamp_rect.w; } else { - splane.z=1.0 - splane.z; - splane.y=-splane.y; + splane.z = 1.0 - splane.z; + splane.y = -splane.y; } - splane.xy/=splane.z; - splane.xy=splane.xy * 0.5 + 0.5; + splane.xy /= splane.z; + splane.xy = splane.xy * 0.5 + 0.5; splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy; - splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + splane.xy = clamp(splane.xy, clamp_rect.xy, clamp_rect.xy + clamp_rect.zw); highp vec4 ambient_out; - ambient_out.a=blend; - ambient_out.rgb = textureLod(reflection_atlas,splane.xy,5.0).rgb; - ambient_out.rgb=mix(reflections[idx].ambient.rgb,ambient_out.rgb,reflections[idx].ambient.a); + ambient_out.a = blend; + ambient_out.rgb = textureLod(reflection_atlas, splane.xy, 5.0).rgb; + ambient_out.rgb = mix(reflections[idx].ambient.rgb, ambient_out.rgb, reflections[idx].ambient.a); if (reflections[idx].params.z < 0.5) { - ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); } ambient_out.rgb *= ambient_out.a; - ambient_accum+=ambient_out; + ambient_accum += ambient_out; } else { highp vec4 ambient_out; - ambient_out.a=blend; - ambient_out.rgb=reflections[idx].ambient.rgb; + ambient_out.a = blend; + ambient_out.rgb = reflections[idx].ambient.rgb; if (reflections[idx].params.z < 0.5) { - ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); } ambient_out.rgb *= ambient_out.a; - ambient_accum+=ambient_out; - + ambient_accum += ambient_out; } #endif } @@ -1448,13 +1383,13 @@ uniform bool gi_probe_blend_ambient2; vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { - float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; - float alpha=0.0; + float dist = p_bias; //1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; + float alpha = 0.0; vec3 color = vec3(0.0); - while(dist < max_distance && alpha < 0.95) { + while (dist < max_distance && alpha < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); - vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) ); + vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter)); float a = (1.0 - alpha); color += scolor.rgb * a; alpha += a * scolor.a; @@ -1462,35 +1397,33 @@ vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 am } if (blend_ambient) { - color.rgb = mix(ambient,color.rgb,min(1.0,alpha/0.95)); + color.rgb = mix(ambient, color.rgb, min(1.0, alpha / 0.95)); } return color; } -void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) { - - +void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, vec3 cell_size, vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient, float multiplier, mat3 normal_mtx, vec3 ref_vec, float roughness, float p_bias, float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) { - vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz; - vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz; + vec3 probe_pos = (probe_xform * vec4(pos, 1.0)).xyz; + vec3 ref_pos = (probe_xform * vec4(pos + ref_vec, 1.0)).xyz; ref_vec = normalize(ref_pos - probe_pos); - probe_pos+=(probe_xform * vec4(normal_mtx[2],0.0)).xyz*p_normal_bias; + probe_pos += (probe_xform * vec4(normal_mtx[2], 0.0)).xyz * p_normal_bias; -/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0); + /* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0); out_diff.a = 1.0; return;*/ //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0); //return; //this causes corrupted pixels, i have no idea why.. - if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) { + if (any(bvec2(any(lessThan(probe_pos, vec3(0.0))), any(greaterThan(probe_pos, bounds))))) { return; } - vec3 blendv = abs(probe_pos/bounds * 2.0 - 1.0); - float blend = clamp(1.0-max(blendv.x,max(blendv.y,blendv.z)), 0.0, 1.0); + vec3 blendv = abs(probe_pos / bounds * 2.0 - 1.0); + float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); //float blend=1.0; float max_distance = length(bounds); @@ -1499,14 +1432,13 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec #ifdef VCT_QUALITY_HIGH #define MAX_CONE_DIRS 6 - vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( - vec3(0, 0, 1), - vec3(0.866025, 0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5) - ); + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( + vec3(0, 0, 1), + vec3(0.866025, 0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5)); float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); float cone_angle_tan = 0.577; @@ -1515,54 +1447,50 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec #define MAX_CONE_DIRS 4 - vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( vec3(0.707107, 0, 0.707107), vec3(0, 0.707107, 0.707107), vec3(-0.707107, 0, 0.707107), - vec3(0, -0.707107, 0.707107) - ); + vec3(0, -0.707107, 0.707107)); float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); float cone_angle_tan = 0.98269; - max_distance*=0.5; + max_distance *= 0.5; float min_ref_tan = 0.2; #endif - vec3 light=vec3(0.0); - for(int i=0;i<MAX_CONE_DIRS;i++) { - - vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos); - light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,ambient,blend_ambient,dir,cone_angle_tan,max_distance,p_bias); + vec3 light = vec3(0.0); + for (int i = 0; i < MAX_CONE_DIRS; i++) { + vec3 dir = normalize((probe_xform * vec4(pos + normal_mtx * cone_dirs[i], 1.0)).xyz - probe_pos); + light += cone_weights[i] * voxel_cone_trace(probe, cell_size, probe_pos, ambient, blend_ambient, dir, cone_angle_tan, max_distance, p_bias); } - light*=multiplier; + light *= multiplier; - out_diff += vec4(light*blend,blend); + out_diff += vec4(light * blend, blend); //irradiance - vec3 irr_light = voxel_cone_trace(probe,cell_size,probe_pos,environment,blend_ambient,ref_vec,max(min_ref_tan,tan(roughness * 0.5 * M_PI)) ,max_distance,p_bias); + vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI)), max_distance, p_bias); irr_light *= multiplier; //irr_light=vec3(0.0); - out_spec += vec4(irr_light*blend,blend); - + out_spec += vec4(irr_light * blend, blend); } - void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) { roughness = roughness * roughness; - vec3 ref_vec = normalize(reflect(normalize(pos),normal)); + vec3 ref_vec = normalize(reflect(normalize(pos), normal)); //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0); vec3 tangent = normalize(cross(v0, normal)); vec3 bitangent = normalize(cross(tangent, normal)); - mat3 normal_mat = mat3(tangent,bitangent,normal); + mat3 normal_mat = mat3(tangent, bitangent, normal); vec4 diff_accum = vec4(0.0); vec4 spec_accum = vec4(0.0); @@ -1574,35 +1502,32 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp out_specular = vec3(0.0); - gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,gi_probe_normal_bias1,spec_accum,diff_accum); + gi_probe_compute(gi_probe1, gi_probe_xform1, gi_probe_bounds1, gi_probe_cell_size1, pos, ambient, environment, gi_probe_blend_ambient1, gi_probe_multiplier1, normal_mat, ref_vec, roughness, gi_probe_bias1, gi_probe_normal_bias1, spec_accum, diff_accum); if (gi_probe2_enabled) { - gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,gi_probe_normal_bias2,spec_accum,diff_accum); + gi_probe_compute(gi_probe2, gi_probe_xform2, gi_probe_bounds2, gi_probe_cell_size2, pos, ambient, environment, gi_probe_blend_ambient2, gi_probe_multiplier2, normal_mat, ref_vec, roughness, gi_probe_bias2, gi_probe_normal_bias2, spec_accum, diff_accum); } - if (diff_accum.a>0.0) { - diff_accum.rgb/=diff_accum.a; + if (diff_accum.a > 0.0) { + diff_accum.rgb /= diff_accum.a; } - if (spec_accum.a>0.0) { - spec_accum.rgb/=spec_accum.a; + if (spec_accum.a > 0.0) { + spec_accum.rgb /= spec_accum.a; } - out_specular+=spec_accum.rgb; - out_ambient+=diff_accum.rgb; - + out_specular += spec_accum.rgb; + out_ambient += diff_accum.rgb; } #endif - - void main() { #ifdef RENDER_DEPTH_DUAL_PARABOLOID - if (dp_clip>0.0) + if (dp_clip > 0.0) discard; #endif @@ -1622,37 +1547,36 @@ void main() { vec2 anisotropy_flow = vec2(1.0, 0.0); #if defined(ENABLE_AO) - float ao=1.0; - float ao_light_affect=0.0; + float ao = 1.0; + float ao_light_affect = 0.0; #endif float alpha = 1.0; #if defined(DO_SIDE_CHECK) - float side=gl_FrontFacing ? 1.0 : -1.0; + float side = gl_FrontFacing ? 1.0 : -1.0; #else - float side=1.0; + float side = 1.0; #endif - #if defined(ALPHA_SCISSOR_USED) float alpha_scissor = 0.5; #endif #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 binormal = normalize(binormal_interp)*side; - vec3 tangent = normalize(tangent_interp)*side; + vec3 binormal = normalize(binormal_interp) * side; + vec3 tangent = normalize(tangent_interp) * side; #else vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); #endif - vec3 normal = normalize(normal_interp)*side; + vec3 normal = normalize(normal_interp) * side; #if defined(ENABLE_UV_INTERP) vec2 uv = uv_interp; #endif -#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP) +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) vec2 uv2 = uv2_interp; #endif @@ -1665,33 +1589,31 @@ void main() { vec3 normalmap = vec3(0.5); #endif - float normaldepth=1.0; + float normaldepth = 1.0; #if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif -#if defined (ENABLE_SSS) - float sss_strength=0.0; +#if defined(ENABLE_SSS) + float sss_strength = 0.0; #endif { - FRAGMENT_SHADER_CODE } - #if defined(ALPHA_SCISSOR_USED) - if (alpha<alpha_scissor) { + if (alpha < alpha_scissor) { discard; } #endif #ifdef USE_OPAQUE_PREPASS - if (alpha<opaque_prepass_threshold) { + if (alpha < opaque_prepass_threshold) { discard; } @@ -1699,33 +1621,33 @@ FRAGMENT_SHADER_CODE #if defined(ENABLE_NORMALMAP) - normalmap.xy=normalmap.xy*2.0-1.0; - normalmap.z=sqrt(max(0.0, 1.0-dot(normalmap.xy,normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + normalmap.xy = normalmap.xy * 2.0 - 1.0; + normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - normal = normalize( mix(normal_interp,tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z,normaldepth) ) * side; + normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; #endif #if defined(LIGHT_USE_ANISOTROPY) - if (anisotropy>0.01) { + if (anisotropy > 0.01) { //rotation matrix - mat3 rot = mat3( tangent, binormal, normal ); + mat3 rot = mat3(tangent, binormal, normal); //make local to space - tangent = normalize(rot * vec3(anisotropy_flow.x,anisotropy_flow.y,0.0)); - binormal = normalize(rot * vec3(-anisotropy_flow.y,anisotropy_flow.x,0.0)); + tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); } #endif #ifdef ENABLE_CLIP_ALPHA - if (albedo.a<0.99) { + if (albedo.a < 0.99) { //used for doublepass and shadowmapping discard; } #endif -/////////////////////// LIGHTING ////////////////////////////// + /////////////////////// LIGHTING ////////////////////////////// //apply energy conservation @@ -1735,44 +1657,40 @@ FRAGMENT_SHADER_CODE vec3 diffuse_light = diffuse_light_interp.rgb; #else - vec3 specular_light = vec3(0.0,0.0,0.0); - vec3 diffuse_light = vec3(0.0,0.0,0.0); + vec3 specular_light = vec3(0.0, 0.0, 0.0); + vec3 diffuse_light = vec3(0.0, 0.0, 0.0); #endif vec3 ambient_light; - vec3 env_reflection_light = vec3(0.0,0.0,0.0); - - vec3 eye_vec = -normalize( vertex_interp ); - + vec3 env_reflection_light = vec3(0.0, 0.0, 0.0); + vec3 eye_vec = -normalize(vertex_interp); #ifdef USE_RADIANCE_MAP #ifdef AMBIENT_LIGHT_DISABLED - ambient_light=vec3(0.0,0.0,0.0); + ambient_light = vec3(0.0, 0.0, 0.0); #else { { //read radiance from dual paraboloid - vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); - ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); - vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; + vec3 ref_vec = reflect(-eye_vec, normal); //2.0 * ndotv * normal - view; // reflect(v, n); + ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy; env_reflection_light = radiance; - } //no longer a cubemap //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); - } #ifndef USE_LIGHTMAP { - vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; + vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); + vec3 env_ambient = textureDualParaboloid(radiance_map, ambient_dir, 1.0) * bg_energy; - ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution); //ambient_light=vec3(0.0,0.0,0.0); } #endif @@ -1781,23 +1699,23 @@ FRAGMENT_SHADER_CODE #else #ifdef AMBIENT_LIGHT_DISABLED - ambient_light=vec3(0.0,0.0,0.0); + ambient_light = vec3(0.0, 0.0, 0.0); #else - ambient_light=ambient_light_color.rgb; + ambient_light = ambient_light_color.rgb; #endif //AMBIENT_LIGHT_DISABLED #endif - ambient_light*=ambient_energy; + ambient_light *= ambient_energy; - float specular_blob_intensity=1.0; + float specular_blob_intensity = 1.0; #if defined(SPECULAR_TOON) - specular_blob_intensity*=specular * 2.0; + specular_blob_intensity *= specular * 2.0; #endif #if defined(USE_LIGHT_DIRECTIONAL) - vec3 light_attenuation=vec3(1.0); + vec3 light_attenuation = vec3(1.0); float depth_z = -vertex.z; #ifdef LIGHT_DIRECTIONAL_SHADOW @@ -1811,261 +1729,234 @@ FRAGMENT_SHADER_CODE if (depth_z < shadow_split_offsets.x) { #endif //LIGHT_USE_PSSM4 - vec3 pssm_coord; - float pssm_fade=0.0; + vec3 pssm_coord; + float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND - float pssm_blend; - vec3 pssm_coord2; - bool use_blend=true; + float pssm_blend; + vec3 pssm_coord2; + bool use_blend = true; #endif - #ifdef LIGHT_USE_PSSM4 + if (depth_z < shadow_split_offsets.y) { - if (depth_z < shadow_split_offsets.y) { - - if (depth_z < shadow_split_offsets.x) { - - highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; + if (depth_z < shadow_split_offsets.x) { + highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane=(shadow_matrix2 * vec4(vertex,1.0)); - pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); + splane = (shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z); #endif - } else { + } else { - highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; + highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane=(shadow_matrix3 * vec4(vertex,1.0)); - pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); + splane = (shadow_matrix3 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z); #endif + } + } else { - } - } else { - - - if (depth_z < shadow_split_offsets.z) { + if (depth_z < shadow_split_offsets.z) { - highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; + highp vec4 splane = (shadow_matrix3 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane=(shadow_matrix4 * vec4(vertex,1.0)); - pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z); + splane = (shadow_matrix4 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(shadow_split_offsets.y, shadow_split_offsets.z, depth_z); #endif - } else { + } else { - highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; - pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z); + highp vec4 splane = (shadow_matrix4 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(shadow_split_offsets.z, shadow_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) - use_blend=false; + use_blend = false; #endif - + } } - } - - #endif //LIGHT_USE_PSSM4 #ifdef LIGHT_USE_PSSM2 - if (depth_z < shadow_split_offsets.x) { - - highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; + if (depth_z < shadow_split_offsets.x) { + highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; #if defined(LIGHT_USE_PSSM_BLEND) - splane=(shadow_matrix2 * vec4(vertex,1.0)); - pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); + splane = (shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord2 = splane.xyz / splane.w; + pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z); #endif - } else { - highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; - pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); + } else { + highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + pssm_fade = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) - use_blend=false; + use_blend = false; #endif - - } + } #endif //LIGHT_USE_PSSM2 #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - { //regular orthogonal - highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); - pssm_coord=splane.xyz/splane.w; - } + { //regular orthogonal + highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0)); + pssm_coord = splane.xyz / splane.w; + } #endif + //one one sample - //one one sample - - float shadow = sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp); + float shadow = sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord.xy, pssm_coord.z, light_clamp); #if defined(LIGHT_USE_PSSM_BLEND) - if (use_blend) { - shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend); - } + if (use_blend) { + shadow = mix(shadow, sample_shadow(directional_shadow, directional_shadow_pixel_size, pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); + } #endif #ifdef USE_CONTACT_SHADOWS - if (shadow>0.01 && shadow_color_contact.a>0.0) { + if (shadow > 0.01 && shadow_color_contact.a > 0.0) { - float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a); - shadow=min(shadow,contact_shadow); - - } + float contact_shadow = contact_shadow_compute(vertex, -light_direction_attenuation.xyz, shadow_color_contact.a); + shadow = min(shadow, contact_shadow); + } #endif - light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade); - - + light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade); } - #endif // !defined(SHADOWS_DISABLED) #endif //LIGHT_DIRECTIONAL_SHADOW #ifdef USE_VERTEX_LIGHTING - diffuse_light*=mix(vec3(1.0),light_attenuation,diffuse_light_interp.a); - specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); + diffuse_light *= mix(vec3(1.0), light_attenuation, diffuse_light_interp.a); + specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a); #else - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light); #endif - #endif //#USE_LIGHT_DIRECTIONAL #ifdef USE_GI_PROBES - gi_probes_compute(vertex,normal,roughness,env_reflection_light,ambient_light); + gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light); #endif #ifdef USE_LIGHTMAP - ambient_light = texture(lightmap,uv2).rgb * lightmap_energy; + ambient_light = texture(lightmap, uv2).rgb * lightmap_energy; #endif #ifdef USE_LIGHTMAP_CAPTURE { - vec3 cone_dirs[12] = vec3[] ( - vec3(0, 0, 1), - vec3(0.866025, 0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0, 0, -1), - vec3(0.866025, 0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5) - ); - - - vec3 local_normal = normalize(camera_matrix * vec4(normal,0.0)).xyz; + vec3 cone_dirs[12] = vec3[]( + vec3(0, 0, 1), + vec3(0.866025, 0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5), + vec3(0, 0, -1), + vec3(0.866025, 0, -0.5), + vec3(0.267617, 0.823639, -0.5), + vec3(-0.700629, 0.509037, -0.5), + vec3(-0.700629, -0.509037, -0.5), + vec3(0.267617, -0.823639, -0.5)); + + vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; vec4 captured = vec4(0.0); float sum = 0.0; - for(int i=0;i<12;i++) { - float amount = max(0.0,dot(local_normal,cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i]*amount; - sum+=amount; + for (int i = 0; i < 12; i++) { + float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect + captured += lightmap_captures[i] * amount; + sum += amount; } - captured/=sum; + captured /= sum; if (lightmap_capture_sky) { - ambient_light = mix( ambient_light, captured.rgb, captured.a); + ambient_light = mix(ambient_light, captured.rgb, captured.a); } else { ambient_light = captured.rgb; } - } #endif #ifdef USE_FORWARD_LIGHTING - - highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0); - highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0); - for(int i=0;i<reflection_count;i++) { - reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum); + highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); + highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); + for (int i = 0; i < reflection_count; i++) { + reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum); } - if (reflection_accum.a>0.0) { - specular_light+=reflection_accum.rgb/reflection_accum.a; + if (reflection_accum.a > 0.0) { + specular_light += reflection_accum.rgb / reflection_accum.a; } else { - specular_light+=env_reflection_light; + specular_light += env_reflection_light; } #ifndef USE_LIGHTMAP - if (ambient_accum.a>0.0) { - ambient_light=ambient_accum.rgb/ambient_accum.a; + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; } #endif - #ifdef USE_VERTEX_LIGHTING - diffuse_light*=albedo; + diffuse_light *= albedo; #else - for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + for (int i = 0; i < omni_light_count; i++) { + light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light); } - for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + for (int i = 0; i < spot_light_count; i++) { + light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light); } #endif //USE_VERTEX_LIGHTING #endif - - - #ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) #else - specular_light*=reflection_multiplier; - ambient_light*=albedo; //ambient must be multiplied by albedo at the end + specular_light *= reflection_multiplier; + ambient_light *= albedo; //ambient must be multiplied by albedo at the end #if defined(ENABLE_AO) - ambient_light*=ao; - ao_light_affect = mix(1.0,ao,ao_light_affect); - specular_light*=ao_light_affect; - diffuse_light*=ao_light_affect; + ambient_light *= ao; + ao_light_affect = mix(1.0, ao, ao_light_affect); + specular_light *= ao_light_affect; + diffuse_light *= ao_light_affect; #endif - - //energy conservation - diffuse_light *= 1.0-metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point - ambient_light *= 1.0-metallic; - + diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point + ambient_light *= 1.0 - metallic; { @@ -2076,27 +1967,24 @@ FRAGMENT_SHADER_CODE // Environment brdf approximation (Lazarov 2013) // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); - float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; - vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; + float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); specular_light *= AB.x * specular_color + AB.y; #endif - } if (fog_color_enabled.a > 0.5) { - float fog_amount=0.0; - - + float fog_amount = 0.0; #ifdef USE_LIGHT_DIRECTIONAL - vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) ); + vec3 fog_color = mix(fog_color_enabled.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex), -light_direction_attenuation.xyz), 0.0), 8.0)); #else vec3 fog_color = fog_color_enabled.rgb; @@ -2106,78 +1994,67 @@ FRAGMENT_SHADER_CODE if (fog_depth_enabled) { - float fog_z = smoothstep(fog_depth_begin,z_far,length(vertex)); + float fog_z = smoothstep(fog_depth_begin, z_far, length(vertex)); - fog_amount = pow(fog_z,fog_depth_curve); + fog_amount = pow(fog_z, fog_depth_curve); if (fog_transmit_enabled) { vec3 total_light = emission + ambient_light + specular_light + diffuse_light; - float transmit = pow(fog_z,fog_transmit_curve); - fog_color = mix(max(total_light,fog_color),fog_color,transmit); + float transmit = pow(fog_z, fog_transmit_curve); + fog_color = mix(max(total_light, fog_color), fog_color, transmit); } } if (fog_height_enabled) { - float y = (camera_matrix * vec4(vertex,1.0)).y; - fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve)); + float y = (camera_matrix * vec4(vertex, 1.0)).y; + fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); } float rev_amount = 1.0 - fog_amount; - emission = emission * rev_amount + fog_color * fog_amount; - ambient_light*=rev_amount; - specular_light*rev_amount; - diffuse_light*=rev_amount; - + ambient_light *= rev_amount; + specular_light *rev_amount; + diffuse_light *= rev_amount; } #ifdef USE_MULTIPLE_RENDER_TARGETS - #ifdef SHADELESS - diffuse_buffer=vec4(albedo.rgb,0.0); - specular_buffer=vec4(0.0); + diffuse_buffer = vec4(albedo.rgb, 0.0); + specular_buffer = vec4(0.0); #else - - //approximate ambient scale for SSAO, since we will lack full ambient - float max_emission=max(emission.r,max(emission.g,emission.b)); - float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); - float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b)); - float total_ambient = max_ambient+max_diffuse+max_emission; - float ambient_scale = (total_ambient>0.0) ? (max_ambient+ambient_occlusion_affect_light*max_diffuse)/total_ambient : 0.0; + float max_emission = max(emission.r, max(emission.g, emission.b)); + float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b)); + float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b)); + float total_ambient = max_ambient + max_diffuse + max_emission; + float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0; #if defined(ENABLE_AO) - ambient_scale=mix(0.0,ambient_scale,ambient_occlusion_affect_ao_channel); + ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel); #endif - diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); - specular_buffer=vec4(specular_light,metallic); + diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale); + specular_buffer = vec4(specular_light, metallic); #endif //SHADELESS - normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); + normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness); -#if defined (ENABLE_SSS) +#if defined(ENABLE_SSS) sss_buffer = sss_strength; #endif - #else //USE_MULTIPLE_RENDER_TARGETS - #ifdef SHADELESS - frag_color=vec4(albedo,alpha); + frag_color = vec4(albedo, alpha); #else - frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha); + frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); #endif //SHADELESS #endif //USE_MULTIPLE_RENDER_TARGETS - - #endif //RENDER_DEPTH - - } diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl index b2e6f7a736..73b1ddbb0e 100644 --- a/drivers/gles3/shaders/screen_space_reflection.glsl +++ b/drivers/gles3/shaders/screen_space_reflection.glsl @@ -1,8 +1,7 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; out vec2 pos_interp; @@ -11,12 +10,11 @@ void main() { uv_interp = uv_in; gl_Position = vertex_attrib; - pos_interp.xy=gl_Position.xy; + pos_interp.xy = gl_Position.xy; } [fragment] - in vec2 uv_interp; in vec2 pos_interp; @@ -40,81 +38,67 @@ uniform float depth_tolerance; uniform float distance_fade; uniform float curve_fade_in; - layout(location = 0) out vec4 frag_color; - -vec2 view_to_screen(vec3 view_pos,out float w) { - vec4 projected = projection * vec4(view_pos, 1.0); - projected.xyz /= projected.w; - projected.xy = projected.xy * 0.5 + 0.5; - w=projected.w; - return projected.xy; +vec2 view_to_screen(vec3 view_pos, out float w) { + vec4 projected = projection * vec4(view_pos, 1.0); + projected.xyz /= projected.w; + projected.xy = projected.xy * 0.5 + 0.5; + w = projected.w; + return projected.xy; } - - #define M_PI 3.14159265359 void main() { - - //// - - vec4 diffuse = texture( source_diffuse, uv_interp ); - vec4 normal_roughness = texture( source_normal_roughness, uv_interp); + vec4 diffuse = texture(source_diffuse, uv_interp); + vec4 normal_roughness = texture(source_normal_roughness, uv_interp); vec3 normal; - - normal = normal_roughness.xyz*2.0-1.0; + normal = normal_roughness.xyz * 2.0 - 1.0; float roughness = normal_roughness.w; - float depth_tex = texture(source_depth,uv_interp).r; + float depth_tex = texture(source_depth, uv_interp).r; - vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 ); - vec3 vertex = world_pos.xyz/world_pos.w; + vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0); + vec3 vertex = world_pos.xyz / world_pos.w; vec3 view_dir = normalize(vertex); vec3 ray_dir = normalize(reflect(view_dir, normal)); - if (dot(ray_dir,normal)<0.001) { - frag_color=vec4(0.0); + if (dot(ray_dir, normal) < 0.001) { + frag_color = vec4(0.0); return; } //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); - - //ray_dir = normalize(vec3(1,1,-1)); - + //ray_dir = normalize(vec3(1, 1, -1)); //////////////// - - //make ray length and clip it against the near plane (don't want to trace beyond visible) + // make ray length and clip it against the near plane (don't want to trace beyond visible) float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; - vec3 ray_end = vertex + ray_dir*ray_len; + vec3 ray_end = vertex + ray_dir * ray_len; float w_begin; - vec2 vp_line_begin = view_to_screen(vertex,w_begin); + vec2 vp_line_begin = view_to_screen(vertex, w_begin); float w_end; - vec2 vp_line_end = view_to_screen( ray_end, w_end); - vec2 vp_line_dir = vp_line_end-vp_line_begin; - - //we need to interpolate w along the ray, to generate perspective correct reflections - - w_begin = 1.0/w_begin; - w_end = 1.0/w_end; + vec2 vp_line_end = view_to_screen(ray_end, w_end); + vec2 vp_line_dir = vp_line_end - vp_line_begin; + // we need to interpolate w along the ray, to generate perspective correct reflections + w_begin = 1.0 / w_begin; + w_end = 1.0 / w_end; - float z_begin = vertex.z*w_begin; - float z_end = ray_end.z*w_end; + float z_begin = vertex.z * w_begin; + float z_end = ray_end.z * w_end; - vec2 line_begin = vp_line_begin/pixel_size; - vec2 line_dir = vp_line_dir/pixel_size; + vec2 line_begin = vp_line_begin / pixel_size; + vec2 line_dir = vp_line_dir / pixel_size; float z_dir = z_end - z_begin; float w_dir = w_end - w_begin; - // clip the line to the viewport edges float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); @@ -124,126 +108,114 @@ void main() { float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); line_dir *= line_clip; z_dir *= line_clip; - w_dir *=line_clip; + w_dir *= line_clip; - //clip z and w advance to line advance - vec2 line_advance = normalize(line_dir); //down to pixel - float step_size = length(line_advance)/length(line_dir); - float z_advance = z_dir*step_size; // adapt z advance to line advance - float w_advance = w_dir*step_size; // adapt w advance to line advance + // clip z and w advance to line advance + vec2 line_advance = normalize(line_dir); // down to pixel + float step_size = length(line_advance) / length(line_dir); + float z_advance = z_dir * step_size; // adapt z advance to line advance + float w_advance = w_dir * step_size; // adapt w advance to line advance - //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) - float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y)); - line_advance*=advance_angle_adj; // adapt z advance to line advance - z_advance*=advance_angle_adj; - w_advance*=advance_angle_adj; + // make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) + float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y)); + line_advance *= advance_angle_adj; // adapt z advance to line advance + z_advance *= advance_angle_adj; + w_advance *= advance_angle_adj; vec2 pos = line_begin; float z = z_begin; float w = w_begin; - float z_from=z/w; - float z_to=z_from; + float z_from = z / w; + float z_to = z_from; float depth; - vec2 prev_pos=pos; + vec2 prev_pos = pos; - bool found=false; + bool found = false; - float steps_taken=0.0; + float steps_taken = 0.0; - for(int i=0;i<num_steps;i++) { + for (int i = 0; i < num_steps; i++) { - pos+=line_advance; - z+=z_advance; - w+=w_advance; + pos += line_advance; + z += z_advance; + w += w_advance; - //convert to linear depth + // convert to linear depth - depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0; + depth = texture(source_depth, pos * pixel_size).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif - depth=-depth; + depth = -depth; z_from = z_to; - z_to = z/w; + z_to = z / w; - if (depth>z_to) { - //if depth was surpassed - if (depth<=max(z_to,z_from)+depth_tolerance) { - //check the depth tolerance - found=true; + if (depth > z_to) { + // if depth was surpassed + if (depth <= max(z_to, z_from) + depth_tolerance) { + // check the depth tolerance + found = true; } break; } - steps_taken+=1.0; - prev_pos=pos; + steps_taken += 1.0; + prev_pos = pos; } - - - if (found) { - float margin_blend=1.0; + float margin_blend = 1.0; - - vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin - if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) { - //clip outside screen + margin - frag_color=vec4(0.0); + vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); // make a uniform margin + if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, viewport_size + margin)))) { + // clip outside screen + margin + frag_color = vec4(0.0); return; } { //blend fading out towards external margin - vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0))); - margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y)); - //margin_blend=1.0; - + vec2 margin_grad = mix(pos - viewport_size, -pos, lessThan(pos, vec2(0.0))); + margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); + //margin_blend = 1.0; } vec2 final_pos; float grad; - grad=steps_taken/float(num_steps); - float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in); - float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade; - final_pos=pos; - - - - - - + grad = steps_taken / float(num_steps); + float initial_fade = curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), curve_fade_in); + float fade = pow(clamp(1.0 - grad, 0.0, 1.0), distance_fade) * initial_fade; + final_pos = pos; #ifdef REFLECT_ROUGHNESS - vec4 final_color; - //if roughness is enabled, do screen space cone tracing + // if roughness is enabled, do screen space cone tracing if (roughness > 0.001) { /////////////////////////////////////////////////////////////////////////////////////// - //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness + // use a blurred version (in consecutive mipmaps) of the screen to simulate roughness - float gloss = 1.0-roughness; + float gloss = 1.0 - roughness; float cone_angle = roughness * M_PI * 0.5; vec2 cone_dir = final_pos - line_begin; float cone_len = length(cone_dir); - cone_dir = normalize(cone_dir); //will be used normalized from now on + cone_dir = normalize(cone_dir); // will be used normalized from now on float max_mipmap = filter_mipmap_levels - 1.0; - float gloss_mult=gloss; + float gloss_mult = gloss; - float rem_alpha=1.0; + float rem_alpha = 1.0; final_color = vec4(0.0); - for(int i=0;i<7;i++) { + for (int i = 0; i < 7; i++) { - float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle + float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle float radius; { - //fit to sphere inside cone (sphere ends at end of cone), something like this: + // fit to sphere inside cone (sphere ends at end of cone), something like this: // ___ // \O/ // V @@ -257,31 +229,31 @@ void main() { radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } - //find the place where screen must be sampled - vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size; - //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels - float mipmap = clamp( log2( radius ), 0.0, max_mipmap ); + // find the place where screen must be sampled + vec2 sample_pos = (line_begin + cone_dir * (cone_len - radius)) * pixel_size; + // radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels + float mipmap = clamp(log2(radius), 0.0, max_mipmap); + //mipmap = max(mipmap - 1.0, 0.0); - //mipmap = max(mipmap-1.0,0.0); - //do sampling + // do sampling vec4 sample_color; { - sample_color = textureLod(source_diffuse,sample_pos,mipmap); + sample_color = textureLod(source_diffuse, sample_pos, mipmap); } - //multiply by gloss - sample_color.rgb*=gloss_mult; - sample_color.a=gloss_mult; + // multiply by gloss + sample_color.rgb *= gloss_mult; + sample_color.a = gloss_mult; rem_alpha -= sample_color.a; - if(rem_alpha < 0.0) { + if (rem_alpha < 0.0) { sample_color.rgb *= (1.0 - abs(rem_alpha)); } - final_color+=sample_color; + final_color += sample_color; - if (final_color.a>=0.95) { + if (final_color.a >= 0.95) { // This code of accumulating gloss and aborting on near one // makes sense when you think of cone tracing. // Think of it as if roughness was 0, then we could abort on the first @@ -290,29 +262,21 @@ void main() { break; } - cone_len-=radius*2.0; //go to next (smaller) circle. - - gloss_mult*=gloss; - + cone_len -= radius * 2.0; // go to next (smaller) circle. + gloss_mult *= gloss; } } else { - final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0); + final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0); } - frag_color = vec4(final_color.rgb,fade*margin_blend); + frag_color = vec4(final_color.rgb, fade * margin_blend); #else - frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend); + frag_color = vec4(textureLod(source_diffuse, final_pos * pixel_size, 0.0).rgb, fade * margin_blend); #endif - - } else { - frag_color = vec4(0.0,0.0,0.0,0.0); + frag_color = vec4(0.0, 0.0, 0.0, 0.0); } - - - } - diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl index 219f0957e0..2eeeac31c3 100644 --- a/drivers/gles3/shaders/ssao.glsl +++ b/drivers/gles3/shaders/ssao.glsl @@ -1,12 +1,11 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - gl_Position.z=1.0; + gl_Position.z = 1.0; } [fragment] @@ -14,21 +13,15 @@ void main() { #define TWO_PI 6.283185307179586476925286766559 #ifdef SSAO_QUALITY_HIGH - #define NUM_SAMPLES (80) - #endif #ifdef SSAO_QUALITY_LOW - #define NUM_SAMPLES (15) - #endif #if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) - #define NUM_SAMPLES (40) - #endif // If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower @@ -43,19 +36,21 @@ void main() { // This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent // taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 -const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2, -3, 3, 5, 5, 3, 4, 7, 5, 5, 7, -9, 8, 5, 5, 7, 7, 7, 8, 5, 8, -11, 12, 7, 10, 13, 8, 11, 8, 7, 14, -11, 11, 13, 12, 13, 19, 17, 13, 11, 18, -19, 11, 11, 14, 17, 21, 15, 16, 17, 18, -13, 17, 11, 17, 19, 18, 25, 18, 19, 19, -29, 21, 19, 27, 31, 29, 21, 18, 17, 29, -31, 31, 23, 18, 25, 26, 25, 23, 19, 34, -19, 27, 21, 25, 39, 29, 17, 21, 27 ); +const int ROTATIONS[] = int[]( + 1, 1, 2, 3, 2, 5, 2, 3, 2, + 3, 3, 5, 5, 3, 4, 7, 5, 5, 7, + 9, 8, 5, 5, 7, 7, 7, 8, 5, 8, + 11, 12, 7, 10, 13, 8, 11, 8, 7, 14, + 11, 11, 13, 12, 13, 19, 17, 13, 11, 18, + 19, 11, 11, 14, 17, 21, 15, 16, 17, 18, + 13, 17, 11, 17, 19, 18, 25, 18, 19, 19, + 29, 21, 19, 27, 31, 29, 21, 18, 17, 29, + 31, 31, 23, 18, 25, 26, 25, 23, 19, 34, + 19, 27, 21, 25, 39, 29, 17, 21, 27 +); //#define NUM_SPIRAL_TURNS (7) -const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1]; +const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1]; uniform sampler2D source_depth; //texunit:0 uniform highp usampler2D source_depth_mipmaps; //texunit:1 @@ -90,44 +85,41 @@ vec3 reconstructCSPosition(vec2 S, float z) { } vec3 getPosition(ivec2 ssP) { - vec3 P; - P.z = texelFetch(source_depth, ssP, 0).r; + vec3 P; + P.z = texelFetch(source_depth, ssP, 0).r; - P.z = P.z * 2.0 - 1.0; + P.z = P.z * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else - P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); #endif - P.z = -P.z; + P.z = -P.z; - // Offset to pixel center - P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); - return P; + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + return P; } /** Reconstructs screen-space unit normal from screen-space position */ vec3 reconstructCSFaceNormal(vec3 C) { - return normalize(cross(dFdy(C), dFdx(C))); + return normalize(cross(dFdy(C), dFdx(C))); } - - /** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */ -vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){ - // Radius relative to ssR - float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); - float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; +vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) { + // Radius relative to ssR + float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); + float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; - ssR = alpha; - return vec2(cos(angle), sin(angle)); + ssR = alpha; + return vec2(cos(angle), sin(angle)); } - /** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { - // Derivation: - // mipLevel = floor(log(ssR / MAX_OFFSET)); + // Derivation: + // mipLevel = floor(log(ssR / MAX_OFFSET)); int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); ivec2 ssP = ivec2(ssR * unitOffset) + ssC; @@ -138,98 +130,91 @@ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { // Manually clamp to the texture size because texelFetch bypasses the texture unit ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (screen_size >> mipLevel) - ivec2(1)); - if (mipLevel < 1) { //read from depth buffer P.z = texelFetch(source_depth, mipP, 0).r; P.z = P.z * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + P.z = ((P.z + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); - #endif P.z = -P.z; } else { //read from mipmaps - uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel-1).r; - P.z = -(float(d)/65535.0)*camera_z_far; + uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r; + P.z = -(float(d) / 65535.0) * camera_z_far; } - // Offset to pixel center P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); return P; } - - /** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds - to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius + to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius - Note that units of H() in the HPG12 paper are meters, not - unitless. The whole falloff/sampling function is therefore - unitless. In this implementation, we factor out (9 / radius). + Note that units of H() in the HPG12 paper are meters, not + unitless. The whole falloff/sampling function is therefore + unitless. In this implementation, we factor out (9 / radius). - Four versions of the falloff function are implemented below + Four versions of the falloff function are implemented below */ -float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius,in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { - // Offset on the unit disk, spun for this pixel - float ssR; - vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); - ssR *= ssDiskRadius; +float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { + // Offset on the unit disk, spun for this pixel + float ssR; + vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); + ssR *= ssDiskRadius; - // The occluding point in camera space - vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); + // The occluding point in camera space + vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); - vec3 v = Q - C; + vec3 v = Q - C; - float vv = dot(v, v); - float vn = dot(v, n_C); + float vv = dot(v, v); + float vn = dot(v, n_C); - const float epsilon = 0.01; - float radius2 = p_radius*p_radius; + const float epsilon = 0.01; + float radius2 = p_radius * p_radius; - // A: From the HPG12 paper - // Note large epsilon to avoid overdarkening within cracks - //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; + // A: From the HPG12 paper + // Note large epsilon to avoid overdarkening within cracks + //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; - // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] - float f=max(radius2 - vv, 0.0); - return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); + // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] + float f = max(radius2 - vv, 0.0); + return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); - // C: Medium contrast (which looks better at high radii), no division. Note that the - // contribution still falls off with radius^2, but we've adjusted the rate in a way that is - // more computationally efficient and happens to be aesthetically pleasing. - // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); + // C: Medium contrast (which looks better at high radii), no division. Note that the + // contribution still falls off with radius^2, but we've adjusted the rate in a way that is + // more computationally efficient and happens to be aesthetically pleasing. + // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); - // D: Low contrast, no division operation - // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); + // D: Low contrast, no division operation + // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); } - - void main() { - - // Pixel being shaded ivec2 ssC = ivec2(gl_FragCoord.xy); // World space point being shaded vec3 C = getPosition(ssC); -/* if (C.z <= -camera_z_far*0.999) { - // We're on the skybox - visibility=1.0; - return; - }*/ + /* + if (C.z <= -camera_z_far * 0.999) { + // We're on the skybox + visibility=1.0; + return; + } + */ - //visibility=-C.z/camera_z_far; + //visibility = -C.z / camera_z_far; //return; #if 0 - vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; + vec3 n_C = texelFetch(source_normal, ssC, 0).rgb * 2.0 - 1.0; #else vec3 n_C = reconstructCSFaceNormal(C); n_C = -n_C; @@ -251,7 +236,7 @@ void main() { #endif float sum = 0.0; for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle); + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius, i, randomPatternRotationAngle); } float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES))); @@ -271,10 +256,10 @@ void main() { sum = 0.0; for (int i = 0; i < NUM_SAMPLES; ++i) { - sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle); + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius2, i, randomPatternRotationAngle); } - A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); + A = min(A, max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); #endif // Bilateral box-filter over a quad for free, respecting depth edges // (the difference that this makes is subtle) @@ -286,8 +271,4 @@ void main() { } visibility = A; - } - - - diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl index 472dc21acf..5526d0de18 100644 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -1,26 +1,21 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; - +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - gl_Position.z=1.0; + gl_Position.z = 1.0; } [fragment] - uniform sampler2D source_ssao; //texunit:0 uniform sampler2D source_depth; //texunit:1 uniform sampler2D source_normal; //texunit:3 - layout(location = 0) out float visibility; - ////////////////////////////////////////////////////////////////////////////////////////////// // Tunable Parameters: @@ -28,18 +23,18 @@ layout(location = 0) out float visibility; uniform float edge_sharpness; /** Step in 2-pixel intervals since we already blurred against neighbors in the - first AO pass. This constant can be increased while R decreases to improve - performance at the expense of some dithering artifacts. + first AO pass. This constant can be increased while R decreases to improve + performance at the expense of some dithering artifacts. - Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was - unobjectionable after shading was applied but eliminated most temporal incoherence - from using small numbers of sample taps. - */ + Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was + unobjectionable after shading was applied but eliminated most temporal incoherence + from using small numbers of sample taps. + */ uniform int filter_scale; /** Filter radius in pixels. This will be multiplied by SCALE. */ -#define R (4) +#define R (4) ////////////////////////////////////////////////////////////////////////////////////////////// @@ -47,13 +42,13 @@ uniform int filter_scale; // Gaussian coefficients const float gaussian[R + 1] = -// float[](0.356642, 0.239400, 0.072410, 0.009869); -// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 - float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 -// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 +// float[](0.356642, 0.239400, 0.072410, 0.009869); +// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 +// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 -/** (1, 0) or (0, 1)*/ -uniform ivec2 axis; +/** (1, 0) or (0, 1) */ +uniform ivec2 axis; uniform float camera_z_far; uniform float camera_z_near; @@ -65,18 +60,18 @@ void main() { ivec2 ssC = ivec2(gl_FragCoord.xy); float depth = texelFetch(source_depth, ssC, 0).r; - //vec3 normal = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; + //vec3 normal = texelFetch(source_normal, ssC, 0).rgb * 2.0 - 1.0; depth = depth * 2.0 - 1.0; depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); float depth_divide = 1.0 / camera_z_far; -// depth*=depth_divide; + //depth *= depth_divide; /* - if (depth > camera_z_far*0.999) { - discard;//skybox + if (depth > camera_z_far * 0.999) { + discard; //skybox } */ @@ -96,23 +91,21 @@ void main() { if (r != 0) { ivec2 ppos = ssC + axis * (r * filter_scale); - float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r; - ivec2 rpos = clamp(ppos,ivec2(0),clamp_limit); + float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r; + ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit); float temp_depth = texelFetch(source_depth, rpos, 0).r; //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; temp_depth = temp_depth * 2.0 - 1.0; temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); -// temp_depth *= depth_divide; + //temp_depth *= depth_divide; // spatial domain: offset gaussian tap float weight = 0.3 + gaussian[abs(r)]; - //weight *= max(0.0,dot(temp_normal,normal)); + //weight *= max(0.0, dot(temp_normal, normal)); // range domain (the "bilateral" weight). As depth difference increases, decrease weight. - weight *= max(0.0, 1.0 - - edge_sharpness * abs(temp_depth - depth) - ); + weight *= max(0.0, 1.0 - edge_sharpness * abs(temp_depth - depth)); sum += value * weight; totalWeight += weight; diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl index 647c762438..777a0069fc 100644 --- a/drivers/gles3/shaders/ssao_minify.glsl +++ b/drivers/gles3/shaders/ssao_minify.glsl @@ -1,7 +1,6 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; void main() { @@ -10,7 +9,6 @@ void main() { [fragment] - #ifdef MINIFY_START #define SDEPTH_TYPE highp sampler2D @@ -32,28 +30,23 @@ layout(location = 0) out mediump uint depth; void main() { - ivec2 ssP = ivec2(gl_FragCoord.xy); - // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. - // On DX9, the bit-and can be implemented with floating-point modulo + // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. + // On DX9, the bit-and can be implemented with floating-point modulo #ifdef MINIFY_START float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; fdepth = fdepth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); #endif fdepth /= camera_z_far; - depth = uint(clamp(fdepth*65535.0,0.0,65535.0)); + depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0)); #else depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; #endif - - } - - diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index fc66d66198..af0d5a0e62 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -1,12 +1,10 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; - void main() { uv_interp = uv_in; @@ -19,87 +17,77 @@ void main() { #define QUALIFIER const #ifdef USE_25_SAMPLES - -const int kernel_size=25; +const int kernel_size = 25; QUALIFIER vec2 kernel[25] = vec2[] ( - vec2(0.530605, 0.0), - vec2(0.000973794, -3.0), - vec2(0.00333804, -2.52083), - vec2(0.00500364, -2.08333), - vec2(0.00700976, -1.6875), - vec2(0.0094389, -1.33333), - vec2(0.0128496, -1.02083), - vec2(0.017924, -0.75), - vec2(0.0263642, -0.520833), - vec2(0.0410172, -0.333333), - vec2(0.0493588, -0.1875), - vec2(0.0402784, -0.0833333), - vec2(0.0211412, -0.0208333), - vec2(0.0211412, 0.0208333), - vec2(0.0402784, 0.0833333), - vec2(0.0493588, 0.1875), - vec2(0.0410172, 0.333333), - vec2(0.0263642, 0.520833), - vec2(0.017924, 0.75), - vec2(0.0128496, 1.02083), - vec2(0.0094389, 1.33333), - vec2(0.00700976, 1.6875), - vec2(0.00500364, 2.08333), - vec2(0.00333804, 2.52083), - vec2(0.000973794, 3.0) + vec2(0.530605, 0.0), + vec2(0.000973794, -3.0), + vec2(0.00333804, -2.52083), + vec2(0.00500364, -2.08333), + vec2(0.00700976, -1.6875), + vec2(0.0094389, -1.33333), + vec2(0.0128496, -1.02083), + vec2(0.017924, -0.75), + vec2(0.0263642, -0.520833), + vec2(0.0410172, -0.333333), + vec2(0.0493588, -0.1875), + vec2(0.0402784, -0.0833333), + vec2(0.0211412, -0.0208333), + vec2(0.0211412, 0.0208333), + vec2(0.0402784, 0.0833333), + vec2(0.0493588, 0.1875), + vec2(0.0410172, 0.333333), + vec2(0.0263642, 0.520833), + vec2(0.017924, 0.75), + vec2(0.0128496, 1.02083), + vec2(0.0094389, 1.33333), + vec2(0.00700976, 1.6875), + vec2(0.00500364, 2.08333), + vec2(0.00333804, 2.52083), + vec2(0.000973794, 3.0) ); - #endif //USE_25_SAMPLES #ifdef USE_17_SAMPLES - -const int kernel_size=17; - +const int kernel_size = 17; QUALIFIER vec2 kernel[17] = vec2[]( - vec2(0.536343, 0.0), - vec2(0.00317394, -2.0), - vec2(0.0100386, -1.53125), - vec2(0.0144609, -1.125), - vec2(0.0216301, -0.78125), - vec2(0.0347317, -0.5), - vec2(0.0571056, -0.28125), - vec2(0.0582416, -0.125), - vec2(0.0324462, -0.03125), - vec2(0.0324462, 0.03125), - vec2(0.0582416, 0.125), - vec2(0.0571056, 0.28125), - vec2(0.0347317, 0.5), - vec2(0.0216301, 0.78125), - vec2(0.0144609, 1.125), - vec2(0.0100386, 1.53125), - vec2(0.00317394,2.0) + vec2(0.536343, 0.0), + vec2(0.00317394, -2.0), + vec2(0.0100386, -1.53125), + vec2(0.0144609, -1.125), + vec2(0.0216301, -0.78125), + vec2(0.0347317, -0.5), + vec2(0.0571056, -0.28125), + vec2(0.0582416, -0.125), + vec2(0.0324462, -0.03125), + vec2(0.0324462, 0.03125), + vec2(0.0582416, 0.125), + vec2(0.0571056, 0.28125), + vec2(0.0347317, 0.5), + vec2(0.0216301, 0.78125), + vec2(0.0144609, 1.125), + vec2(0.0100386, 1.53125), + vec2(0.00317394, 2.0) ); - #endif //USE_17_SAMPLES #ifdef USE_11_SAMPLES - -const int kernel_size=11; - +const int kernel_size = 11; QUALIFIER vec2 kernel[11] = vec2[]( - vec2(0.560479, 0.0), - vec2(0.00471691, -2.0), - vec2(0.0192831, -1.28), - vec2(0.03639, -0.72), - vec2(0.0821904, -0.32), - vec2(0.0771802, -0.08), - vec2(0.0771802, 0.08), - vec2(0.0821904, 0.32), - vec2(0.03639, 0.72), - vec2(0.0192831, 1.28), - vec2(0.00471691,2.0) + vec2(0.560479, 0.0), + vec2(0.00471691, -2.0), + vec2(0.0192831, -1.28), + vec2(0.03639, -0.72), + vec2(0.0821904, -0.32), + vec2(0.0771802, -0.08), + vec2(0.0771802, 0.08), + vec2(0.0821904, 0.32), + vec2(0.03639, 0.72), + vec2(0.0192831, 1.28), + vec2(0.00471691, 2.0) ); - #endif //USE_11_SAMPLES - - uniform float max_radius; uniform float camera_z_far; uniform float camera_z_near; @@ -115,28 +103,24 @@ layout(location = 0) out vec4 frag_color; void main() { - float strength = texture(source_sss,uv_interp).r; - strength*=strength; //stored as sqrt + float strength = texture(source_sss, uv_interp).r; + strength *= strength; //stored as sqrt // Fetch color of current pixel: vec4 base_color = texture(source_diffuse, uv_interp); - - if (strength>0.0) { - + if (strength > 0.0) { // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; float scale = unit_size; //remember depth is negative by default in OpenGL #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); float scale = unit_size / depth; //remember depth is negative by default in OpenGL #endif - - // Calculate the final step to fetch the surrounding pixels: vec2 step = max_radius * scale * dir; step *= strength; // Modulate it using the alpha channel. @@ -157,35 +141,33 @@ void main() { #ifdef ENABLE_FOLLOW_SURFACE // If the difference in depth is huge, we lerp color back to "colorM": - float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; + float depth_cmp = texture(source_depth, offset).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION - depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); #endif - float s = clamp(300.0f * scale * - max_radius * abs(depth - depth_cmp),0.0,1.0); + float s = clamp(300.0f * scale * max_radius * abs(depth - depth_cmp), 0.0, 1.0); color = mix(color, base_color.rgb, s); #endif // Accumulate: - color*=kernel[i].x; + color *= kernel[i].x; #ifdef ENABLE_STRENGTH_WEIGHTING float color_s = texture(source_sss, offset).r; - color_weight+=color_s * kernel[i].x; - color*=color_s; + color_weight += color_s * kernel[i].x; + color *= color_s; #endif color_accum += color; - } #ifdef ENABLE_STRENGTH_WEIGHTING - color_accum/=color_weight; + color_accum /= color_weight; #endif - frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) + frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO) } else { frag_color = base_color; } diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 63475c9039..56876bdb72 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,25 +1,24 @@ [vertex] -layout (location = 0) in highp vec4 vertex_attrib; -layout (location = 4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; -void main() -{ +void main() { gl_Position = vertex_attrib; uv_interp = uv_in; - #ifdef V_FLIP - uv_interp.y = 1.0f - uv_interp.y; - #endif +#ifdef V_FLIP + uv_interp.y = 1.0f - uv_interp.y; +#endif } [fragment] #if !defined(GLES_OVER_GL) - precision mediump float; +precision mediump float; #endif in vec2 uv_interp; @@ -30,109 +29,99 @@ uniform float exposure; uniform float white; #ifdef USE_AUTO_EXPOSURE - uniform highp sampler2D source_auto_exposure; //texunit:1 - uniform highp float auto_exposure_grey; +uniform highp sampler2D source_auto_exposure; //texunit:1 +uniform highp float auto_exposure_grey; #endif #if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) - #define USING_GLOW // only use glow when at least one glow level is selected +#define USING_GLOW // only use glow when at least one glow level is selected - uniform highp sampler2D source_glow; //texunit:2 - uniform highp float glow_intensity; +uniform highp sampler2D source_glow; //texunit:2 +uniform highp float glow_intensity; #endif #ifdef USE_BCS - uniform vec3 bcs; +uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION - uniform sampler2D color_correction; //texunit:3 +uniform sampler2D color_correction; //texunit:3 #endif -layout (location = 0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC - // w0, w1, w2, and w3 are the four cubic B-spline basis functions - float w0(float a) - { - return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); - } - - float w1(float a) - { - return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); - } - - float w2(float a) - { - return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); - } - - float w3(float a) - { - return (1.0f / 6.0f) * (a * a * a); - } - - // g0 and g1 are the two amplitude functions - float g0(float a) - { - return w0(a) + w1(a); - } - - float g1(float a) - { - return w2(a) + w3(a); - } - - // h0 and h1 are the two offset functions - float h0(float a) - { - return -1.0f + w1(a) / (w0(a) + w1(a)); - } - - float h1(float a) - { - return 1.0f + w3(a) / (w2(a) + w3(a)); - } - - uniform ivec2 glow_texture_size; - - vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) - { - float lod = float(p_lod); - vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size = vec2(1.0f) / tex_size; - - uv = uv * tex_size + vec2(0.5f); - - vec2 iuv = floor(uv); - vec2 fuv = fract(uv); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - - return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + - g1x * textureLod(tex, p1,lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + - g1x * textureLod(tex, p3,lod)); - } - - #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); +} + +float w1(float a) { + return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); +} + +float w2(float a) { + return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); +} + +float w3(float a) { + return (1.0f / 6.0f) * (a * a * a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) { + return w0(a) + w1(a); +} + +float g1(float a) { + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) { + return -1.0f + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0f + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { + float lod = float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + + g1x * textureLod(tex, p1, lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + + g1x * textureLod(tex, p3, lod)); +} + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #else - #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) #endif -vec3 tonemap_filmic(vec3 color, float white) -{ +vec3 tonemap_filmic(vec3 color, float white) { const float A = 0.15f; const float B = 0.50f; const float C = 0.10f; @@ -147,8 +136,7 @@ vec3 tonemap_filmic(vec3 color, float white) return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); } -vec3 tonemap_aces(vec3 color, float white) -{ +vec3 tonemap_aces(vec3 color, float white) { const float A = 2.51f; const float B = 0.03f; const float C = 2.43f; @@ -161,96 +149,90 @@ vec3 tonemap_aces(vec3 color, float white) return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); } -vec3 tonemap_reindhart(vec3 color, float white) -{ +vec3 tonemap_reindhart(vec3 color, float white) { return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here! } -vec3 linear_to_srgb(vec3 color) // convert linear rgb to srgb, assumes clamped input in range [0;1] -{ +vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1] const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } -vec3 apply_tonemapping(vec3 color, float white) // inputs are LINEAR, always outputs clamped [0;1] color -{ - #ifdef USE_REINDHART_TONEMAPPER - return tonemap_reindhart(color, white); - #endif +vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color +#ifdef USE_REINDHART_TONEMAPPER + return tonemap_reindhart(color, white); +#endif - #ifdef USE_FILMIC_TONEMAPPER - return tonemap_filmic(color, white); - #endif +#ifdef USE_FILMIC_TONEMAPPER + return tonemap_filmic(color, white); +#endif - #ifdef USE_ACES_TONEMAPPER - return tonemap_aces(color, white); - #endif +#ifdef USE_ACES_TONEMAPPER + return tonemap_aces(color, white); +#endif return clamp(color, vec3(0.0f), vec3(1.0f)); // no other seleced -> linear } -vec3 gather_glow(sampler2D tex, vec2 uv) // sample all selected glow levels -{ +vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels vec3 glow = vec3(0.0f); - #ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; - #endif +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; +#endif - #ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; - #endif +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; +#endif - #ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; - #endif +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; +#endif - #ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; - #endif +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; +#endif - #ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; - #endif +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; +#endif - #ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; - #endif +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; +#endif - #ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; - #endif +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; +#endif return glow; } -vec3 apply_glow(vec3 color, vec3 glow) // apply glow using the selected blending mode -{ - #ifdef USE_GLOW_REPLACE - color = glow; - #endif +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode +#ifdef USE_GLOW_REPLACE + color = glow; +#endif - #ifdef USE_GLOW_SCREEN - color = max((color + glow) - (color * glow), vec3(0.0)); - #endif +#ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); +#endif - #ifdef USE_GLOW_SOFTLIGHT - glow = glow * vec3(0.5f) + vec3(0.5f); +#ifdef USE_GLOW_SOFTLIGHT + glow = glow * vec3(0.5f) + vec3(0.5f); - color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); - #endif + color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); +#endif - #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive - color += glow; - #endif +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; +#endif return color; } -vec3 apply_bcs(vec3 color, vec3 bcs) -{ +vec3 apply_bcs(vec3 color, vec3 bcs) { color = mix(vec3(0.0f), color, bcs.x); color = mix(vec3(0.5f), color, bcs.y); color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); @@ -258,8 +240,7 @@ vec3 apply_bcs(vec3 color, vec3 bcs) return color; } -vec3 apply_color_correction(vec3 color, sampler2D correction_tex) -{ +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { color.r = texture(correction_tex, vec2(color.r, 0.0f)).r; color.g = texture(correction_tex, vec2(color.g, 0.0f)).g; color.b = texture(correction_tex, vec2(color.b, 0.0f)).b; @@ -267,15 +248,14 @@ vec3 apply_color_correction(vec3 color, sampler2D correction_tex) return color; } -void main() -{ +void main() { vec3 color = textureLod(source, uv_interp, 0.0f).rgb; // Exposure - #ifdef USE_AUTO_EXPOSURE - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; - #endif +#ifdef USE_AUTO_EXPOSURE + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; +#endif color *= exposure; @@ -283,33 +263,33 @@ void main() color = apply_tonemapping(color, white); - #ifdef KEEP_3D_LINEAR - // leave color as is (-> don't convert to SRGB) - #else - color = linear_to_srgb(color); // regular linear -> SRGB conversion - #endif +#ifdef KEEP_3D_LINEAR + // leave color as is (-> don't convert to SRGB) +#else + color = linear_to_srgb(color); // regular linear -> SRGB conversion +#endif // Glow - #ifdef USING_GLOW - vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; +#ifdef USING_GLOW + vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; - // high dynamic range -> SRGB - glow = apply_tonemapping(glow, white); - glow = linear_to_srgb(glow); + // high dynamic range -> SRGB + glow = apply_tonemapping(glow, white); + glow = linear_to_srgb(glow); - color = apply_glow(color, glow); - #endif + color = apply_glow(color, glow); +#endif // Additional effects - #ifdef USE_BCS - color = apply_bcs(color, bcs); - #endif +#ifdef USE_BCS + color = apply_bcs(color, bcs); +#endif - #ifdef USE_COLOR_CORRECTION - color = apply_color_correction(color, color_correction); - #endif +#ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); +#endif frag_color = vec4(color, 1.0f); } |