diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-09-23 12:12:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2018-09-23 12:14:50 -0300 |
commit | 65fd37c14947bd596510fb764de649927e1b18f4 (patch) | |
tree | 8d9b9b9033fedf5f03634b972527e6ce8c844ccf /drivers/gles3/shaders/scene.glsl | |
parent | 7e3ce79ea9aaa30bad17d6373b5945083cb59209 (diff) |
-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 28 |
1 files changed, 22 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 12cbe02d0c..49296b7f4a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -3,6 +3,8 @@ #define M_PI 3.14159265359 +#define SHADER_IS_SRGB false + /* from VisualServer: @@ -514,6 +516,7 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] + /* texture unit usage, N is max_texture_unity-N 1-skeleton @@ -533,6 +536,7 @@ uniform highp mat4 world_transform; /* clang-format on */ #define M_PI 3.14159265359 +#define SHADER_IS_SRGB false /* Varyings */ @@ -1020,18 +1024,30 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) + //normalized blinn vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float intensity = pow(cNdotH, (1.0 - roughness) * 256.0); + 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 ); + blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + 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); + 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); + float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 ); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; + #elif defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); @@ -1070,11 +1086,11 @@ LIGHT_SHADER_CODE float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); #endif // F - float F0 = 1.0; // FIXME - float cLdotH5 = SchlickFresnel(cLdotH); - float F = mix(cLdotH5, 1.0, F0); + //float F0 = 1.0; + //float cLdotH5 = SchlickFresnel(cLdotH); + //float F = mix(cLdotH5, 1.0, F0); - float specular_brdf_NL = cNdotL * D * F * G; + float specular_brdf_NL = cNdotL * D /* F */ * G; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif |