diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-09-03 10:29:56 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-09-03 10:30:37 -0300 |
commit | 281fb4e4fb2af81536b75328861aa93899cc9f45 (patch) | |
tree | 219f8df4cdec716442ee526177fecdba742f595b /drivers/gles3 | |
parent | 0da386a9eae15c313bfe2f90c30bfaef8c0e23f1 (diff) |
Added transmission shader parameter.
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 43 |
2 files changed, 32 insertions, 17 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index c308e9eddb..bdd54543d2 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -751,8 +751,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; + //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; @@ -782,6 +783,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; @@ -792,7 +794,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ef4925895c..7c60a8ee97 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -887,7 +887,7 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader @@ -900,10 +900,16 @@ LIGHT_SHADER_CODE float dotNL = max(dot(N,L), 0.0 ); -#if defined(DIFFUSE_HALF_LAMBERT) +#if defined(DIFFUSE_OREN_NAYAR) + vec3 light_amount; +#else + float light_amount; +#endif + - float hl = dot(N,L) * 0.5 + 0.5; - diffuse += hl * light_color * diffuse_color; +#if defined(DIFFUSE_LAMBERT_WRAP) + //energy conserving lambert wrap shader + light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) @@ -919,12 +925,12 @@ LIGHT_SHADER_CODE vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33)); float B = 0.45 * sigma2 / (sigma2 + 0.09); - diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; + light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; } #elif defined(DIFFUSE_TOON) - diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color; + light_amount = smoothstep(-roughness,max(roughness,0.01),dot(N,L)); #elif defined(DIFFUSE_BURLEY) @@ -939,11 +945,17 @@ LIGHT_SHADER_CODE float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0); float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0); - diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor; + light_amount = lightScatter * viewScatter * energyFactor; } #else //lambert - diffuse += dotNL * light_color * diffuse_color; + light_amount = dotNL; +#endif + +#if defined(TRANSMISSION_USED) + diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission); +#else + diffuse += light_color * diffuse_color * light_amount; #endif @@ -1116,7 +1128,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1170,11 +1182,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1204,7 +1216,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1499,6 +1511,7 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); + vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; vec3 emission = vec3(0.0,0.0,0.0); @@ -1822,7 +1835,7 @@ FRAGMENT_SHADER_CODE specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); #else - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,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,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif @@ -1860,11 +1873,11 @@ FRAGMENT_SHADER_CODE #else for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,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,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } #endif //USE_VERTEX_LIGHTING |