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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-05-14 07:32:01 +0200
committerGitHub <noreply@github.com>2019-05-14 07:32:01 +0200
commitaa3c5f59f27055245004ef19622e895e7b99a297 (patch)
tree3f431da64206b63adff13d1fb5be96eb3cfc7b92 /drivers/gles2/shaders/scene.glsl
parent86a74e2cb3f22b1d7f84f41cce673679d1b08a18 (diff)
parent5c252092e17a563b54b9c9bcb88127af102926e2 (diff)
Merge pull request #27898 from clayjohn/metallic_radiance
Added radiance when using clear color
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl27
1 files changed, 15 insertions, 12 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 34f34f9961..0fa290e57c 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -914,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -1561,7 +1562,6 @@ FRAGMENT_SHADER_CODE
ref_vec.z *= -1.0;
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
-
{
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
@@ -1572,6 +1572,7 @@ FRAGMENT_SHADER_CODE
#else
ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
@@ -1631,6 +1632,19 @@ FRAGMENT_SHADER_CODE
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ 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 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+
#ifdef USE_LIGHTMAP
//ambient light will come entirely from lightmap is lightmap is used
ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
@@ -2080,17 +2094,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
-#else
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- 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 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
#endif
}