diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-11-12 21:22:57 +0100 |
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committer | GitHub <noreply@github.com> | 2018-11-12 21:22:57 +0100 |
commit | 8849d3b47de8ab936549f0b9262c1193164feee5 (patch) | |
tree | ed4029aed70dab4ece71d58e27edfbe097fd0c02 /drivers | |
parent | 193d695a1a8a179f5f5d6a2aff660696197eb0a0 (diff) | |
parent | 35ea827e832f1c7a938b8199f8d6922fdfe50525 (diff) |
Merge pull request #22639 from tagcup/opt
Avoid some unnecessary calculations in scene.glsl.
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 63 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 55 |
2 files changed, 51 insertions, 67 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 2a781605d1..c2a4a2d4b3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -247,7 +247,7 @@ void light_compute( 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); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #endif @@ -1012,9 +1012,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) { // This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha) // See Filament docs, Specular G section. float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) { - float v = cos_theta_l * (cos_theta_v * (1.0 - alpha) + alpha); - float l = cos_theta_v * (cos_theta_l * (1.0 - alpha) + alpha); - return 0.5 / (v + l); + return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha); } float D_GGX(float cos_theta_m, float alpha) { @@ -1126,6 +1124,18 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cNdotH = max(dot(N, H), 0.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cLdotH = max(dot(L, H), 0.0); +#endif + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; @@ -1160,13 +1170,9 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_BURLEY) { - - vec3 H = normalize(V + L); - float cLdotH = max(0.0, dot(L, H)); - - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); @@ -1209,13 +1215,9 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) //normalized blinn - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - 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); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_PHONG) @@ -1224,7 +1226,7 @@ LIGHT_SHADER_CODE float cRdotV = max(0.0, dot(R, V)); 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); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_TOON) @@ -1240,11 +1242,6 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - vec3 H = normalize(V + L); - - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - #if defined(LIGHT_USE_ANISOTROPY) float alpha = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); @@ -1275,24 +1272,18 @@ LIGHT_SHADER_CODE specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #if defined(LIGHT_USE_CLEARCOAT) - if (clearcoat_gloss > 0.0) { -#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); -#endif + #if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float Gr = V_GGX(cNdotL, cNdotV, 0.25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Gr = V_GGX(cNdotL, cNdotV, 0.25); - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - } + specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 91ab34f775..66c0631cef 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -949,6 +949,18 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cNdotH = max(dot(N, H), 0.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cLdotH = max(dot(L, H), 0.0); +#endif + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; @@ -983,13 +995,9 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_BURLEY) { - - vec3 H = normalize(V + L); - float cLdotH = max(0.0, dot(L, H)); - - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); @@ -1026,13 +1034,9 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) //normalized blinn - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - 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); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1043,7 +1047,7 @@ LIGHT_SHADER_CODE float cRdotV = max(0.0, dot(R, V)); 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); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1063,11 +1067,6 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - vec3 H = normalize(V + L); - - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - #if defined(LIGHT_USE_ANISOTROPY) float alpha = roughness * roughness; @@ -1095,23 +1094,17 @@ LIGHT_SHADER_CODE #endif #if defined(LIGHT_USE_CLEARCOAT) - if (clearcoat_gloss > 0.0) { -#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); -#endif + #if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - } + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } |