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authorJuan Linietsky <reduzio@gmail.com>2017-07-08 12:34:05 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-07-08 12:36:15 -0300
commitf4c8c552f956094e1bb8787de79476f57dd6a7b6 (patch)
tree4ed1eb9e7d0a9401db6eaaadf257d8e73e03b499 /drivers/gles3/shaders/scene.glsl
parent0067982f5ece3145c00e2f4c0bc092d1ec28c8b3 (diff)
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl36
1 files changed, 34 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index cea963503f..545c7b2605 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -775,6 +775,10 @@ LIGHT_SHADER_CODE
diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
}
+#elif defined(DIFFUSE_TOON)
+
+ diffuse += smoothstep(-roughness,roughness,dot(N,L)) * light_color * diffuse_color;
+
#elif defined(DIFFUSE_BURLEY)
{
@@ -805,6 +809,34 @@ LIGHT_SHADER_CODE
if (roughness > 0.0) {
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ vec3 H = normalize(V + L);
+ float dotNH = max(dot(N,H), 0.0 );
+ float intensity = pow( dotNH, (1.0-roughness) * 256.0);
+ specular += light_color * intensity;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L,N));
+ float dotNV = max(0.0,dot(R,V));
+ float intensity = pow( dotNV, (1.0-roughness) * 256.0);
+ specular += light_color * intensity;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L,N));
+ float dotNV = dot(R,V);
+ float mid = 1.0-roughness;
+ float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV);
+ diffuse += light_color * intensity; //write to diffuse, as in toon shading you generally want no reflection
+
+
+#else
+ // shlick+ggx as default
float alpha = roughness * roughness;
vec3 H = normalize(V + L);
@@ -812,7 +844,6 @@ LIGHT_SHADER_CODE
float dotNH = max(dot(N,H), 0.0 );
float dotLH = max(dot(L,H), 0.0 );
- // D
#if defined(LIGHT_USE_ANISOTROPY)
float aspect = sqrt(1.0-anisotropy*0.9);
@@ -844,6 +875,7 @@ LIGHT_SHADER_CODE
float speci = dotNL * D * F * vis;
specular += speci * light_color * specular_blob_intensity;
+#endif
#if defined(LIGHT_USE_CLEARCOAT)
float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -1686,7 +1718,7 @@ FRAGMENT_SHADER_CODE
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
//energy conservation
- vec3 dielectric = vec3(0.034) * 0.5 * 2.0;
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 f0 = mix(dielectric, albedo, metallic);
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);