diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-07-04 23:52:23 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-07-04 23:53:08 -0300 |
commit | 7263137dba86cd308afc2016fafcb2793c3d9073 (patch) | |
tree | 16e85fc7a837409c7284b1a620f76f4362efa911 /drivers/gles3 | |
parent | d84ed525a9b603c157abab1c67f8ac34d6d4675c (diff) |
Implemented environment arrays for skybox reflection and roughness, quality increase is enormous.
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 224 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 56 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 68 |
5 files changed, 272 insertions, 87 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 96c3da99f0..08ff51866d 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1884,14 +1884,21 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (p_base_env) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); - glBindTexture(GL_TEXTURE_2D, p_base_env); + if (storage->config.use_texture_array_environment) { + glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env); + } else { + glBindTexture(GL_TEXTURE_2D, p_base_env); + } state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); } } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); } state.cull_front = false; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index b1dc32e1c0..8b86316da8 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1275,87 +1275,200 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glActiveTexture(GL_TEXTURE1); glGenTextures(1, &sky->radiance); - glBindTexture(GL_TEXTURE_2D, sky->radiance); - GLuint tmp_fb; + if (config.use_texture_array_environment) { - glGenFramebuffers(1, &tmp_fb); - glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + //texture3D + glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance); - int size = p_radiance_size; + GLuint tmp_fb; - int lod = 0; + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); - int mipmaps = 6; + int size = p_radiance_size; - int mm_level = mipmaps; + int array_level = 6; - bool use_float = config.hdr_supported; + bool use_float = config.hdr_supported; - GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; - GLenum format = GL_RGBA; - GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - while (mm_level) { + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL); - glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL); - lod++; - mm_level--; + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - if (size > 1) - size >>= 1; - } + GLuint tmp_fb2; + GLuint tmp_tex; + { + //generate another one for rendering, as can't read and write from a single texarray it seems + glGenFramebuffers(1, &tmp_fb2); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glGenTextures(1, &tmp_tex); + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); +#endif + } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1); + for (int j = 0; j < array_level; j++) { - lod = 0; - mm_level = mipmaps; + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); - size = p_radiance_size; + if (j == 0) { - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, true); - shaders.cubemap_filter.bind(); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + } else { - while (mm_level) { + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur + } + + for (int i = 0; i < 2; i++) { + glViewport(0, i * size, size, size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1)); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + } + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb); + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j); + glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + } + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); + + //restore ranges + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance); + + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); + + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + glDeleteFramebuffers(1, &tmp_fb2); + glDeleteTextures(1, &tmp_tex); + + } else { + //regular single texture with mipmaps + glBindTexture(GL_TEXTURE_2D, sky->radiance); + + GLuint tmp_fb; - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod); + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + int size = p_radiance_size; + + int lod = 0; + + int mipmaps = 6; + + int mm_level = mipmaps; + + bool use_float = config.hdr_supported; + + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; + + while (mm_level) { + + glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL); + lod++; + mm_level--; + + if (size > 1) + size >>= 1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1); + + lod = 0; + mm_level = mipmaps; + + size = p_radiance_size; + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.bind(); + + while (mm_level) { + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod); #ifdef DEBUG_ENABLED - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); #endif - for (int i = 0; i < 2; i++) { - glViewport(0, i * size, size, size); - glBindVertexArray(resources.quadie_array); + for (int i = 0; i < 2; i++) { + glViewport(0, i * size, size, size); + glBindVertexArray(resources.quadie_array); - shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); - shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1)); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1)); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glBindVertexArray(0); - } + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + } - if (size > 1) - size >>= 1; - lod++; - mm_level--; - } - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, false); + if (size > 1) + size >>= 1; + lod++; + mm_level--; + } + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); - //restore ranges - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1); + //restore ranges + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); - glDeleteFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + } } /* SHADER API */ @@ -6857,6 +6970,7 @@ void RasterizerStorageGLES3::initialize() { frame.current_rt = NULL; config.keep_original_textures = false; config.generate_wireframes = false; + config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/texture_array_environments", true); } void RasterizerStorageGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 3f8055d613..d317d27656 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -86,6 +86,8 @@ public: bool generate_wireframes; + bool use_texture_array_environment; + Set<String> extensions; bool keep_original_textures; diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 2aec6380f5..88a97a04aa 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -19,9 +19,16 @@ void main() { precision highp float; precision highp int; -#ifdef USE_PANORAMA +#ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 -#else +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY +uniform sampler2DArray source_dual_paraboloid_array; //texunit:0 +uniform int source_array_index; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) uniform samplerCube source_cube; //texunit:0 #endif @@ -169,7 +176,7 @@ vec2 Hammersley(uint i, uint N) { uniform bool z_flip; -#ifdef USE_PANORAMA +#ifdef USE_SOURCE_PANORAMA vec4 texturePanorama(vec3 normal,sampler2D pano ) { @@ -189,6 +196,21 @@ vec4 texturePanorama(vec3 normal,sampler2D pano ) { #endif +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + +vec4 textureDualParaboloidArray(vec3 normal) { + + vec3 norm = normalize(normal); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + norm.y+=max(0.0,sign(-norm.z))*0.5; + return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0); + +} + +#endif + void main() { #ifdef USE_DUAL_PARABOLOID @@ -198,7 +220,7 @@ void main() { N = normalize(N); if (!z_flip) { - N.y=-N.y; //y is flipped to improve blending between both sides + //N.y=-N.y; //y is flipped to improve blending between both sides } else { N.z=-N.z; } @@ -212,13 +234,24 @@ void main() { #ifdef USE_DIRECT_WRITE -#ifdef USE_PANORAMA +#ifdef USE_SOURCE_PANORAMA frag_color=vec4(texturePanorama(N,source_panorama).rgb,1.0); -#else +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + frag_color=vec4(textureDualParaboloidArray(N).rgb,1.0); +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) + frag_color=vec4(texture(N,source_cube).rgb,1.0); #endif + + + #else vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); @@ -233,9 +266,16 @@ void main() { float ndotl = clamp(dot(N, L),0.0,1.0); if (ndotl>0.0) { -#ifdef USE_PANORAMA +#ifdef USE_SOURCE_PANORAMA sum.rgb += texturePanorama(H,source_panorama).rgb *ndotl; -#else +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + sum.rgb += textureDualParaboloidArray(H).rgb *ndotl; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl; #endif sum.a += ndotl; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 40a295bc83..f94ca6fcba 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -405,7 +405,6 @@ uniform bool no_ambient_light; #ifdef USE_RADIANCE_MAP -uniform sampler2D radiance_map; //texunit:-2 layout(std140) uniform Radiance { //ubo:2 @@ -415,6 +414,49 @@ layout(std140) uniform Radiance { //ubo:2 }; +#define RADIANCE_MAX_LOD 5.0 + +#ifdef USE_RADIANCE_MAP_ARRAY + +uniform sampler2DArray radiance_map; //texunit:-2 + +vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { + + vec3 norm = normalize(p_vec); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + + // we need to lie the derivatives (normg) and assume that DP side is always the same + // to get proper texure filtering + vec2 normg=norm.xy; + norm.y+=max(0.0,sign(norm.z))*0.5; + + // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays, + // it's easy to have precision errors using fract() to interpolate layers + // as such, using fixed point to ensure it works. + + float index = p_roughness * RADIANCE_MAX_LOD; + int indexi = int(index * 256.0); + vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi/256)),dFdx(normg),dFdy(normg)).xyz; + vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi/256+1)),dFdx(normg),dFdy(normg)).xyz; + return mix(base,next,float(indexi%256)/256.0); +} + +#else + +uniform sampler2D radiance_map; //texunit:-2 + +vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { + + vec3 norm = normalize(p_vec); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + norm.y+=max(0.0,sign(norm.z))*0.5; + return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; +} + +#endif + #endif /* Material Uniforms */ @@ -1231,23 +1273,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp #endif -vec3 textureDualParabolod(sampler2D p_tex, vec3 p_vec,float p_lod) { - - vec3 norm = normalize(p_vec); - float y_ofs=0.0; - if (norm.z>=0.0) { - - norm.z+=1.0; - y_ofs+=0.5; - } else { - norm.z=1.0 - norm.z; - norm.y=-norm.y; - } - norm.xy/=norm.z; - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs); - return textureLod(p_tex, norm.xy, p_lod).xyz; -} void main() { @@ -1387,15 +1413,11 @@ FRAGMENT_SHADER_CODE } else { { - -#define RADIANCE_MAX_LOD 5.0 - float lod = roughness * RADIANCE_MAX_LOD; - { //read radiance from dual paraboloid vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); - vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy; + vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; specular_light = radiance; } @@ -1407,7 +1429,7 @@ FRAGMENT_SHADER_CODE { vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureDualParabolod(radiance_map,ambient_dir,RADIANCE_MAX_LOD) * bg_energy; + vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); //ambient_light=vec3(0.0,0.0,0.0); |