diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-01-19 11:01:13 +0100 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-01-19 11:03:11 +0100 |
commit | dc4db4ab4568c217385146b5874bdf994c5f3006 (patch) | |
tree | 156d97aaa77eded8300e79d5a027bbb417b77ed2 /drivers | |
parent | e8dc581bfca91ddbd87f534aa29a72231dd8581b (diff) |
GLES3: Slight optimization to irradiance compute
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 6 |
2 files changed, 2 insertions, 6 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 801763609e..cf35210867 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1955,7 +1955,6 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra 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 - shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size / 2)); } for (int i = 0; i < 2; i++) { @@ -2085,7 +2084,6 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sky->radiance); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur - shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size)); } for (int i = 0; i < 2; i++) { diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 3f3313c3a7..ce4ab9b4b2 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -23,6 +23,7 @@ precision highp int; #ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 +uniform float source_resolution; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY @@ -44,7 +45,6 @@ uniform samplerCube source_cube; //texunit:0 uniform int face_id; uniform float roughness; -uniform float source_resolution; in highp vec2 uv_interp; @@ -332,6 +332,7 @@ void main() { if (ndotl > 0.0) { +#ifdef USE_SOURCE_PANORAMA float D = DistributionGGX(N, H, roughness); float ndoth = max(dot(N, H), 0.0); float hdotv = max(dot(H, V), 0.0); @@ -342,17 +343,14 @@ void main() { float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel); -#ifdef USE_SOURCE_PANORAMA sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - sum.rgb += textureDualParaboloidArray(L).rgb * ndotl; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID - sum.rgb += textureDualParaboloid(L).rgb * ndotl; #endif |