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authorJuan Linietsky <reduzio@gmail.com>2017-12-14 08:59:46 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-12-14 09:01:27 -0300
commitf3ad14224e27f2a25196575e3c43ebc792c90894 (patch)
tree84e60bc2fafda809f51bd0892e39205da9423068 /drivers/gles3/shaders
parentaa6772d7abb3ff1ff77b1b658617904bb0af1fbb (diff)
-Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl76
1 files changed, 64 insertions, 12 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index fb0f06de01..9bc2bc079d 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -35,7 +35,7 @@ layout(location=3) in vec4 color_attrib;
layout(location=4) in vec2 uv_attrib;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
layout(location=5) in vec2 uv2_attrib;
#endif
@@ -223,7 +223,7 @@ out vec4 color_interp;
out vec2 uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP)
out vec2 uv2_interp;
#endif
@@ -234,9 +234,6 @@ out vec3 binormal_interp;
#endif
-
-
-
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:1
@@ -356,7 +353,7 @@ void main() {
uv_interp = uv_attrib;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
#endif
@@ -549,7 +546,7 @@ in vec4 color_interp;
in vec2 uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
in vec2 uv2_interp;
#endif
@@ -1357,7 +1354,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
reflection_accum+=reflection;
}
-
+#ifndef USE_LIGHTMAP
if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox
@@ -1403,8 +1400,20 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
ambient_accum+=ambient_out;
}
+#endif
}
+#ifdef USE_LIGHTMAP
+uniform mediump sampler2D lightmap; //texunit:-9
+uniform mediump float lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+uniform bool lightmap_capture_sky;
+
+#endif
+
#ifdef USE_GI_PROBES
uniform mediump sampler3D gi_probe1; //texunit:-9
@@ -1632,7 +1641,7 @@ void main() {
vec2 uv = uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
#endif
@@ -1745,7 +1754,7 @@ FRAGMENT_SHADER_CODE
//vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
}
-
+#ifndef USE_LIGHTMAP
{
vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
@@ -1754,6 +1763,7 @@ FRAGMENT_SHADER_CODE
ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
//ambient_light=vec3(0.0,0.0,0.0);
}
+#endif
}
#else
@@ -1938,6 +1948,48 @@ FRAGMENT_SHADER_CODE
#endif
+#ifdef USE_LIGHTMAP
+ ambient_light = texture(lightmap,uv2).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[] (
+ vec3(0, 0, 1),
+ vec3(0.866025, 0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0, 0, -1),
+ vec3(0.866025, 0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5)
+ );
+
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal,0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for(int i=0;i<12;i++) {
+ float amount = max(0.0,dot(local_normal,cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i]*amount;
+ sum+=amount;
+ }
+
+ captured/=sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix( ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+
+ }
+#endif
+
#ifdef USE_FORWARD_LIGHTING
@@ -1952,11 +2004,11 @@ FRAGMENT_SHADER_CODE
} else {
specular_light+=env_reflection_light;
}
-
+#ifndef USE_LIGHTMAP
if (ambient_accum.a>0.0) {
ambient_light+=ambient_accum.rgb/ambient_accum.a;
}
-
+#endif
#ifdef USE_VERTEX_LIGHTING