summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2018-09-23 12:12:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-09-23 12:14:50 -0300
commit65fd37c14947bd596510fb764de649927e1b18f4 (patch)
tree8d9b9b9033fedf5f03634b972527e6ce8c844ccf /drivers/gles3/shaders
parent7e3ce79ea9aaa30bad17d6373b5945083cb59209 (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')
-rw-r--r--drivers/gles3/shaders/scene.glsl28
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