diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-09-23 18:23:58 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-09-23 18:26:57 +0200 |
commit | 60312915dc9c52d8dbf2b5cd6d28a9fcde92840e (patch) | |
tree | f0e3b0e37009ef686a0031a8d756cca793587f4a /drivers/gles2/shaders | |
parent | 75e44badba566748300eb8473b56af542effa8f3 (diff) |
Fix build after 65fd37c1, using Math_PI
Also fix style in shaders.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 67 |
1 files changed, 21 insertions, 46 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index fa8063b3dd..da4c3a84f1 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -135,7 +135,6 @@ uniform highp sampler2D light_directional_shadow; // texunit:-3 uniform highp vec4 light_split_offsets; #endif - uniform highp mat4 light_shadow_matrix; varying highp vec4 shadow_coord; @@ -155,7 +154,6 @@ varying highp vec4 shadow_coord4; #endif - #if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) varying highp vec3 diffuse_interp; @@ -206,7 +204,6 @@ void light_compute( float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); - #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; #else @@ -214,7 +211,7 @@ void light_compute( #endif #if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader + // energy conserving lambert wrap shader diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) @@ -233,7 +230,7 @@ void light_compute( diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); } #else - // lambert by default for everything else + // lambert by default for everything else diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif @@ -241,8 +238,6 @@ void light_compute( diffuse_interp += light_color * diffuse_brdf_NL * attenuation; - - if (roughness > 0.0) { // D @@ -254,17 +249,15 @@ void light_compute( float cNdotH = max(dot(N, H), 0.0); float cVdotH = max(dot(V, H), 0.0); float cLdotH = max(dot(L, H), 0.0); - float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; - float blinn = pow( cNdotH, shininess ); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float blinn = pow(cNdotH, shininess); blinn *= (shininess + 8.0) / (8.0 * 3.141592654); - specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #endif SRGB_APPROX(specular_brdf_NL) specular_interp += specular_brdf_NL * light_color * attenuation; - } - } #endif @@ -364,7 +357,6 @@ void main() { mat4 modelview = camera_matrix * world_matrix; float roughness = 1.0; - #define world_transform world_matrix { @@ -434,7 +426,6 @@ VERTEX_SHADER_CODE #endif //depth - //vertex lighting #if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING) //vertex shaded version of lighting (more limited) @@ -450,7 +441,7 @@ VERTEX_SHADER_CODE float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); vec3 attenuation = vec3(omni_attenuation); - light_att=vec3(omni_attenuation); + light_att = vec3(omni_attenuation); L = normalize(light_vec); @@ -485,14 +476,14 @@ VERTEX_SHADER_CODE diffuse_interp = vec3(0.0); specular_interp = vec3(0.0); - light_compute(normal_interp,L,-normalize(vertex_interp),light_color.rgb,light_att,roughness); + light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness); #endif //shadows (for both vertex and fragment) #if defined(USE_SHADOW) && defined(USE_LIGHTING) - vec4 vi4 = vec4(vertex_interp,1.0); + vec4 vi4 = vec4(vertex_interp, 1.0); shadow_coord = light_shadow_matrix * vi4; #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) @@ -616,7 +607,6 @@ uniform highp sampler2D light_directional_shadow; // texunit:-3 uniform highp vec4 light_split_offsets; #endif - varying highp vec4 shadow_coord; #if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4) @@ -684,7 +674,6 @@ varying highp float dp_clip; #ifdef USE_LIGHTING - // 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): @@ -890,21 +879,19 @@ LIGHT_SHADER_CODE float cNdotH = max(dot(N, H), 0.0); float cVdotH = max(dot(V, H), 0.0); float cLdotH = max(dot(L, H), 0.0); - float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; - float blinn = pow( cNdotH, shininess ); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float blinn = pow(cNdotH, shininess); blinn *= (shininess + 8.0) / (8.0 * 3.141592654); - specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); float cRdotV = max(0.0, dot(R, V)); - float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25; - float phong = pow( cRdotV, shininess ); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) / (8.0 * 3.141592654); - specular_brdf_NL = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); - - + specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_TOON) @@ -954,7 +941,6 @@ LIGHT_SHADER_CODE SRGB_APPROX(specular_brdf_NL) specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - #if defined(LIGHT_USE_CLEARCOAT) if (clearcoat_gloss > 0.0) { #if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) @@ -976,9 +962,7 @@ LIGHT_SHADER_CODE #endif } - #endif //defined(USE_LIGHT_SHADER_CODE) - } #endif @@ -986,14 +970,13 @@ LIGHT_SHADER_CODE #ifdef USE_SHADOW -#define SAMPLE_SHADOW_TEXEL(p_shadow,p_pos,p_depth) step(p_depth,texture2D(p_shadow,p_pos).r) +#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r) float sample_shadow( highp sampler2D shadow, highp vec2 pos, highp float depth) { - #ifdef SHADOW_MODE_PCF_13 float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); @@ -1027,7 +1010,6 @@ float sample_shadow( return SAMPLE_SHADOW_TEXEL(shadow, pos, depth); #endif - } #endif @@ -1151,7 +1133,7 @@ FRAGMENT_SHADER_CODE #ifndef USE_VERTEX_LIGHTING vec3 L; #endif - vec3 light_att=vec3(1.0); + vec3 light_att = vec3(1.0); #ifdef LIGHT_MODE_OMNI @@ -1163,7 +1145,7 @@ FRAGMENT_SHADER_CODE float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - light_att=vec3(omni_attenuation); + light_att = vec3(omni_attenuation); L = normalize(light_vec); #endif @@ -1193,8 +1175,7 @@ FRAGMENT_SHADER_CODE float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z); - light_att*=shadow; - + light_att *= shadow; } #endif @@ -1318,12 +1299,10 @@ FRAGMENT_SHADER_CODE } #endif //use shadow - #endif #ifdef LIGHT_MODE_SPOT - light_att = vec3(1.0); #ifndef USE_VERTEX_LIGHTING @@ -1358,18 +1337,16 @@ FRAGMENT_SHADER_CODE } #endif - - #endif #ifdef USE_VERTEX_LIGHTING -//vertex lighting + //vertex lighting specular_light += specular_interp * specular * light_att; diffuse_light += diffuse_interp * albedo * light_att; #else -//fragment lighting + //fragment lighting light_compute( normal, L, @@ -1394,7 +1371,7 @@ FRAGMENT_SHADER_CODE #endif //vertex lighting #endif //USE_LIGHTING -//compute and merge + //compute and merge #ifndef RENDER_DEPTH @@ -1435,7 +1412,5 @@ FRAGMENT_SHADER_CODE #endif //unshaded - #endif // not RENDER_DEPTH - } |