diff options
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 16 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 18 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 65 | ||||
-rw-r--r-- | scene/resources/material.cpp | 8 | ||||
-rw-r--r-- | scene/resources/material.h | 2 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 7 |
10 files changed, 100 insertions, 28 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 7138363796..9037f68dad 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3151,6 +3151,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //copy reflection over diffuse, resolving SSR if needed state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); state.resolve_shader.bind(); + state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); if (env->ssr_enabled) { diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 147357bcd0..7771405bb0 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -763,6 +763,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n"; + 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"; + /* PARTICLES SHADER */ actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index bebc006032..8c6d15c3b7 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -100,14 +100,14 @@ void ShaderGLES3::bind_uniforms() { }; uniforms_dirty = false; -}; +} GLint ShaderGLES3::get_uniform_location(int p_idx) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_idx]; -}; +} bool ShaderGLES3::bind() { @@ -399,14 +399,14 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back(fragment_code2.get_data()); if (cc) { - code_string = cc->fragment.ascii(); + code_string = cc->light.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { - code_string2 = cc->light.ascii(); + code_string2 = cc->fragment.ascii(); strings.push_back(code_string2.get_data()); } @@ -666,7 +666,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co //print_line("CODE1:\n"+String(fragment_code1.get_data())); String code2 = code.substr(cpos + material_tag.length(), code.length()); - cpos = code2.find(code_tag); + cpos = code2.find(light_code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); @@ -675,16 +675,16 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co fragment_code2 = code2.substr(0, cpos).ascii(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); - String code3 = code2.substr(cpos + code_tag.length(), code2.length()); + String code3 = code2.substr(cpos + light_code_tag.length(), code2.length()); - cpos = code3.find(light_code_tag); + cpos = code3.find(code_tag); if (cpos == -1) { fragment_code3 = code3.ascii(); } else { fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); - fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii(); + fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e6c72da8f1..017009015e 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -211,6 +211,18 @@ MATERIAL_UNIFORMS #endif + +void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + +LIGHT_SHADER_CODE + +#endif + +} + + void main() { vec4 color = color_interp; @@ -285,11 +297,7 @@ FRAGMENT_SHADER_CODE #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader - { - vec4 light_out=light*color; -LIGHT_SHADER_CODE - color=light_out; - } + light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color); #else diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index fa12dd7408..5d8a532f87 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -244,6 +244,10 @@ MATERIAL_UNIFORMS void main() { { +LIGHT_SHADER_CODE + } + + { FRAGMENT_SHADER_CODE } } diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 6acc712299..181a3c99ec 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -20,7 +20,7 @@ in vec2 uv_interp; uniform sampler2D source_specular; //texunit:0 uniform sampler2D source_ssr; //texunit:1 -uniform float stuff; +uniform vec2 pixel_size; in vec2 uv2_interp; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 81166e84ff..5c65e10dbe 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -623,15 +623,66 @@ 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) { +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader + + +LIGHT_SHADER_CODE + + +#else + float dotNL = max(dot(N,L), 0.0 ); - float dotNV = max(dot(N,V), 0.0 ); +#if defined(DIFFUSE_HALF_LAMBERT) + + float hl = dot(N,L) * 0.5 + 0.5; + diffuse += hl * light_color * diffuse_color; + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + float LdotV = dot(L, V); + float NdotL = dot(L, N); + float NdotV = dot(N, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; + 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; + } + +#elif defined(DIFFUSE_BURLEY) + + { + float NdotL = dot(L, N); + float NdotV = dot(N, V); + float VdotH = dot(N, normalize(L+V)); + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness; + float f0 = 1.0; + 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; + } +#else + + diffuse += dotNL * light_color * diffuse_color; +#endif + + + float dotNV = max(dot(N,V), 0.0 ); #if defined(LIGHT_USE_RIM) float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0); diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif - diffuse += dotNL * light_color * diffuse_color; if (roughness > 0.0) { @@ -685,6 +736,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di } +#endif //defined(USE_LIGHT_SHADER_CODE) } @@ -1507,14 +1559,7 @@ FRAGMENT_SHADER_CODE -#if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader -{ -LIGHT_SHADER_CODE - -} -#endif #ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) @@ -1566,7 +1611,7 @@ LIGHT_SHADER_CODE #endif //ENABLE_AO diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); - specular_buffer=vec4(specular_light,max(specular.r,max(specular.g,specular.b))); + specular_buffer=vec4(specular_light,metallic); normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 9184b86237..026b243b21 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -278,6 +278,12 @@ void SpatialMaterial::_update_shader() { case CULL_FRONT: code += ",cull_front"; break; case CULL_DISABLED: code += ",cull_disabled"; break; } + switch (diffuse_mode) { + case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break; + case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break; + case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break; + case DIFFUSE_BURLEY: code += ",diffuse_burley"; break; + } if (flags[FLAG_UNSHADED]) { code += ",unshaded"; @@ -1248,7 +1254,7 @@ void SpatialMaterial::_bind_methods() { BIND_CONSTANT(FLAG_MAX); BIND_CONSTANT(DIFFUSE_LAMBERT); - BIND_CONSTANT(DIFFUSE_LAMBERT_WRAP); + BIND_CONSTANT(DIFFUSE_HALF_LAMBERT); BIND_CONSTANT(DIFFUSE_OREN_NAYAR); BIND_CONSTANT(DIFFUSE_BURLEY); diff --git a/scene/resources/material.h b/scene/resources/material.h index f974db0aa7..f4d93da017 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -160,7 +160,7 @@ public: enum DiffuseMode { DIFFUSE_LAMBERT, - DIFFUSE_LAMBERT_WRAP, + DIFFUSE_HALF_LAMBERT, DIFFUSE_OREN_NAYAR, DIFFUSE_BURLEY, }; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 5bacc2ec51..1caee3fd25 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -131,6 +131,11 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_default_transform"); /************ CANVAS ITEM **************************/ @@ -166,8 +171,6 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT; |