diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-12-21 14:20:35 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2016-12-21 14:22:17 -0300 |
commit | 37f558cd7b2308f6442f74c5265f12425d9887c8 (patch) | |
tree | 88901b350f7674013f7aecf8fddf3f1c3dbd7399 /drivers/gles3/shaders | |
parent | 72b844c34999d8615450798ed1f27ef24a72d8ce (diff) |
Some BRDF fixes
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 44 |
1 files changed, 32 insertions, 12 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index bf561a7e46..c9de56be4f 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -569,7 +569,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di float speci = dotNL * D * F * vis; - specular += speci * light_color * specular_color * specular_blob_intensity; + specular += speci * light_color /* specular_color*/ * specular_blob_intensity; #if defined(LIGHT_USE_CLEARCOAT) float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); @@ -780,7 +780,8 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * ( brdf.x + brdf.y); + reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y; + if (reflections[idx].params.z < 0.5) { reflection.rgb = mix(skybox,reflection.rgb,blend); } @@ -893,6 +894,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s blend=1.0; //radiance +#ifdef VCT_QUALITY_HIGH #define MAX_CONE_DIRS 6 vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( @@ -905,13 +907,28 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s ); float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); + float cone_angle_tan = 0.577; +#else + +#define MAX_CONE_DIRS 4 + + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3(0.707107, 0, 0.707107), + vec3(0, 0.707107, 0.707107), + vec3(-0.707107, 0, 0.707107), + vec3(0, -0.707107, 0.707107) + ); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); + float cone_angle_tan = 0.98269; +#endif float max_distance = length(bounds); vec3 light=vec3(0.0); for(int i=0;i<MAX_CONE_DIRS;i++) { vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos); - light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,0.577,max_distance); + light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,cone_angle_tan,max_distance); } @@ -928,6 +945,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) { + roughness = roughness * roughness; vec3 ref_vec = normalize(reflect(normalize(pos),normal)); @@ -1073,7 +1091,7 @@ FRAGMENT_SHADER_CODE #endif #ifdef ENABLE_CLIP_ALPHA - if (diffuse.a<0.99) { + if (albedo.a<0.99) { //used for doublepass and shadowmapping discard; } @@ -1082,8 +1100,6 @@ FRAGMENT_SHADER_CODE /////////////////////// LIGHTING ////////////////////////////// //apply energy conservation - vec3 diffuse=mix(albedo,vec3(0.0),specular); - specular = max(vec3(0.04),specular); vec3 specular_light = vec3(0.0,0.0,0.0); vec3 ambient_light; @@ -1093,6 +1109,7 @@ FRAGMENT_SHADER_CODE #ifndef RENDER_SHADOW float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; #endif @@ -1125,7 +1142,7 @@ FRAGMENT_SHADER_CODE norm.xy/=norm.z; norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs); - specular_light = textureLod(radiance_map, norm.xy, lod).xyz * ( brdf.x + brdf.y); + specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y; } //no longer a cubemap @@ -1219,7 +1236,6 @@ FRAGMENT_SHADER_CODE } else { highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; - diffuse_light*=vec3(1.0,0.4,1.0); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1281,7 +1297,7 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,diffuse,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif //#USE_LIGHT_DIRECTIONAL @@ -1310,11 +1326,11 @@ FRAGMENT_SHADER_CODE } for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1338,13 +1354,17 @@ LIGHT_SHADER_CODE #else specular_light*=reflection_multiplier; - specular_light*=specular; ambient_light*=albedo; //ambient must be multiplied by albedo at the end #if defined(ENABLE_AO) ambient_light*=ao; #endif + //energy conservation + diffuse_light=mix(diffuse_light,vec3(0.0),specular); + ambient_light=mix(ambient_light,vec3(0.0),specular); + specular_light *= max(vec3(0.04),specular); + #ifdef USE_MULTIPLE_RENDER_TARGETS #if defined(ENABLE_AO) |