diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-09-29 19:17:34 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2018-09-29 19:17:52 -0300 |
commit | 3333166b070dea0e1d1255a9f9c4cfefe0ec32e5 (patch) | |
tree | dce517791b6ff162c8d555448a1777ab653ed1d1 /drivers/gles2/shaders | |
parent | 0378a9ba80dc5083bbafa4a216ed70ea5d450c03 (diff) |
Many more GLES2 fixes
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 75 |
1 files changed, 53 insertions, 22 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 462aff8828..fc20cb81a2 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -165,7 +165,7 @@ uniform vec3 light_direction; uniform vec3 light_position; uniform float light_range; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -463,10 +463,15 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + if (normalized_distance < 1.0) { - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); + + vec3 attenuation = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); @@ -478,17 +483,30 @@ VERTEX_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; + + float spot_cutoff = light_spot_angle; - float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - 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)); + if (angle > spot_cutoff) { - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + + light_att = vec3(spot_attenuation); + } else { + light_att=vec3(0.0); + } + } else { + light_att=vec3(0.0); + } - light_att = vec3(spot_attenuation); L = normalize(light_rel_vec); #endif @@ -814,7 +832,7 @@ uniform vec3 light_direction; // omni uniform vec3 light_position; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -1267,6 +1285,7 @@ void main() { float clearcoat_gloss = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); + float sss_strength = 0.0; //unused float alpha = 1.0; float side = 1.0; @@ -1474,10 +1493,14 @@ FRAGMENT_SHADER_CODE float light_length = length(light_vec); float normalized_distance = light_length / light_range; + if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - light_att = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); #endif @@ -1643,17 +1666,25 @@ FRAGMENT_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; + if (normalized_distance < 1.0) { + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - 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)); + float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + if (angle > spot_cutoff) { + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - light_att = vec3(spot_attenuation); + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } L = normalize(light_rel_vec); |