summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl69
2 files changed, 28 insertions, 43 deletions
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index ee028cb1ff..b1553c7cd5 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -176,7 +176,7 @@ void main() {
#ifdef USE_SOURCE_PANORAMA
vec3 val = texturePanorama(source_panorama, L).rgb;
#else
- vec3 val = textureCubeLod(source_cube, L,0.0).rgb;
+ vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
#endif
//mix using Linear, to approximate high end back-end
val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index e45442386d..cc3bae060f 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -285,7 +285,6 @@ varying mediump vec3 refprobe2_ambient_normal;
#endif //vertex lighting for refprobes
-
void main() {
highp vec4 vertex = vertex_attrib;
@@ -501,10 +500,10 @@ VERTEX_SHADER_CODE
light_att = vec3(spot_attenuation);
} else {
- light_att=vec3(0.0);
+ light_att = vec3(0.0);
}
} else {
- light_att=vec3(0.0);
+ light_att = vec3(0.0);
}
L = normalize(light_rel_vec);
@@ -546,7 +545,7 @@ VERTEX_SHADER_CODE
#ifdef USE_REFLECTION_PROBE1
{
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
- vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
@@ -554,7 +553,6 @@ VERTEX_SHADER_CODE
vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
refprobe1_reflection_normal_blend.xyz = local_ref_vec;
refprobe1_reflection_normal_blend.a = blend;
-
}
#ifndef USE_LIGHTMAP
@@ -564,7 +562,6 @@ VERTEX_SHADER_CODE
#endif //USE_REFLECTION_PROBE1
-
#ifdef USE_REFLECTION_PROBE2
{
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
@@ -576,7 +573,6 @@ VERTEX_SHADER_CODE
vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
refprobe2_reflection_normal_blend.xyz = local_ref_vec;
refprobe2_reflection_normal_blend.a = blend;
-
}
#ifndef USE_LIGHTMAP
@@ -697,18 +693,18 @@ uniform vec4 refprobe2_ambient;
void reflection_process(samplerCube reflection_map,
#ifdef USE_VERTEX_LIGHTING
- vec3 ref_normal,
+ vec3 ref_normal,
#ifndef USE_LIGHTMAP
- vec3 amb_normal,
+ vec3 amb_normal,
#endif
- float ref_blend,
+ float ref_blend,
#else //no vertex lighting
- vec3 normal, vec3 vertex,
- mat4 local_matrix,
- bool use_box_project, vec3 box_extents, vec3 box_offset,
+ vec3 normal, vec3 vertex,
+ mat4 local_matrix,
+ bool use_box_project, vec3 box_extents, vec3 box_offset,
#endif //vertex lighting
- bool exterior,float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
+ bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
vec4 reflection;
@@ -763,7 +759,6 @@ void reflection_process(samplerCube reflection_map,
reflection_accum += reflection;
-
#ifndef USE_LIGHTMAP
vec4 ambient_out;
@@ -800,7 +795,6 @@ uniform bool lightmap_capture_sky;
#ifdef USE_RADIANCE_MAP
-
uniform samplerCube radiance_map; // texunit:-2
uniform mat4 radiance_inverse_xform;
@@ -909,8 +903,6 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
}
-
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -1375,11 +1367,8 @@ FRAGMENT_SHADER_CODE
ambient_light *= ambient_energy;
-
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
-
-
vec4 ambient_accum = vec4(0.0);
vec4 reflection_accum = vec4(0.0);
@@ -1387,19 +1376,17 @@ FRAGMENT_SHADER_CODE
reflection_process(reflection_probe1,
#ifdef USE_VERTEX_LIGHTING
- refprobe1_reflection_normal_blend.rgb,
-#ifndef USE_LIGHTMAP
- refprobe1_ambient_normal,
-#endif
- refprobe1_reflection_normal_blend.a,
+ refprobe1_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe1_ambient_normal,
+#endif
+ refprobe1_reflection_normal_blend.a,
#else
- normal_interp,vertex_interp,refprobe1_local_matrix,
- refprobe1_use_box_project,refprobe1_box_extents,refprobe1_box_offset,
+ normal_interp, vertex_interp, refprobe1_local_matrix,
+ refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
#endif
- refprobe1_exterior,refprobe1_intensity, refprobe1_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
-
-
+ refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
#endif // USE_REFLECTION_PROBE1
@@ -1407,17 +1394,17 @@ FRAGMENT_SHADER_CODE
reflection_process(reflection_probe2,
#ifdef USE_VERTEX_LIGHTING
- refprobe2_reflection_normal_blend.rgb,
+ refprobe2_reflection_normal_blend.rgb,
#ifndef USE_LIGHTMAP
- refprobe2_ambient_normal,
+ refprobe2_ambient_normal,
#endif
- refprobe2_reflection_normal_blend.a,
+ refprobe2_reflection_normal_blend.a,
#else
- normal_interp,vertex_interp,refprobe2_local_matrix,
- refprobe2_use_box_project,refprobe2_box_extents,refprobe2_box_offset,
+ normal_interp, vertex_interp, refprobe2_local_matrix,
+ refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
#endif
- refprobe2_exterior,refprobe2_intensity, refprobe2_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
+ refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
#endif // USE_REFLECTION_PROBE2
@@ -1473,7 +1460,6 @@ FRAGMENT_SHADER_CODE
}
#endif
-
#endif //BASE PASS
//
@@ -1757,7 +1743,6 @@ FRAGMENT_SHADER_CODE
// environment BRDF approximation
-
{
#if defined(DIFFUSE_TOON)
@@ -1773,7 +1758,7 @@ FRAGMENT_SHADER_CODE
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
- specular_light *= AB.x * specular_color + AB.y;
+ specular_light *= AB.x * specular_color + AB.y;
#endif
}