summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/scene.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl1068
1 files changed, 805 insertions, 263 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 906c089170..da4c3a84f1 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -5,12 +5,16 @@
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
#include "stdlib.glsl"
+#define SHADER_IS_SRGB true
+
+#define M_PI 3.14159265359
+
//
// attributes
//
@@ -39,9 +43,9 @@ attribute vec2 uv2_attrib; // attrib:5
#ifdef USE_SKELETON_SOFTWARE
-attribute highp vec4 bone_transform_row_0; // attrib:9
-attribute highp vec4 bone_transform_row_1; // attrib:10
-attribute highp vec4 bone_transform_row_2; // attrib:11
+attribute highp vec4 bone_transform_row_0; // attrib:8
+attribute highp vec4 bone_transform_row_1; // attrib:9
+attribute highp vec4 bone_transform_row_2; // attrib:10
#else
@@ -57,12 +61,12 @@ uniform ivec2 skeleton_texture_size;
#ifdef USE_INSTANCING
-attribute highp vec4 instance_xform_row_0; // attrib:12
-attribute highp vec4 instance_xform_row_1; // attrib:13
-attribute highp vec4 instance_xform_row_2; // attrib:14
+attribute highp vec4 instance_xform_row_0; // attrib:8
+attribute highp vec4 instance_xform_row_1; // attrib:9
+attribute highp vec4 instance_xform_row_2; // attrib:10
-attribute highp vec4 instance_color; // attrib:15
-attribute highp vec4 instance_custom_data; // attrib:8
+attribute highp vec4 instance_color; // attrib:11
+attribute highp vec4 instance_custom_data; // attrib:12
#endif
@@ -116,6 +120,148 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+uniform highp float shadow_dual_paraboloid_render_zfar;
+uniform highp float shadow_dual_paraboloid_render_side;
+
+#endif
+
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+uniform highp mat4 light_shadow_matrix;
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+uniform highp mat4 light_shadow_matrix2;
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+uniform highp mat4 light_shadow_matrix3;
+uniform highp mat4 light_shadow_matrix4;
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
+
+#endif
+
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
+
+// general for all lights
+uniform vec4 light_color;
+uniform float light_specular;
+
+// directional
+uniform vec3 light_direction;
+
+// omni
+uniform vec3 light_position;
+
+uniform float light_range;
+uniform vec4 light_attenuation;
+
+// spot
+uniform float light_spot_attenuation;
+uniform float light_spot_range;
+uniform float light_spot_angle;
+
+void light_compute(
+ vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 light_color,
+ vec3 attenuation,
+ float roughness) {
+
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
+
+ diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
+
+ if (roughness > 0.0) {
+
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
+ 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);
+ specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_interp += specular_brdf_NL * light_color * attenuation;
+ }
+}
+
+#endif
+
void main() {
highp vec4 vertex = vertex_attrib;
@@ -209,6 +355,7 @@ void main() {
#endif
mat4 modelview = camera_matrix * world_matrix;
+ float roughness = 1.0;
#define world_transform world_matrix
@@ -252,13 +399,105 @@ VERTEX_SHADER_CODE
#ifdef RENDER_DEPTH
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ vertex_interp.z *= shadow_dual_paraboloid_render_side;
+ normal_interp.z *= shadow_dual_paraboloid_render_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias;
+ highp float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
+ vtx.z = vtx.z * 2.0 - 1.0;
+
+ vertex_interp = vtx;
+
+#else
float z_ofs = light_bias;
z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
vertex_interp.z -= z_ofs;
+#endif //dual parabolloid
+
+#endif //depth
+
+//vertex lighting
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+ //vertex shaded version of lighting (more limited)
+ vec3 L;
+ vec3 light_att;
+
+#ifdef LIGHT_MODE_OMNI
+ vec3 light_vec = light_position - vertex_interp;
+ float light_length = length(light_vec);
+
+ float normalized_distance = light_length / light_range;
+
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+
+ vec3 attenuation = vec3(omni_attenuation);
+ light_att = vec3(omni_attenuation);
+
+ L = normalize(light_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_SPOT
+
+ vec3 light_rel_vec = light_position - vertex_interp;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att = vec3(spot_attenuation);
+ L = normalize(light_rel_vec);
#endif
+#ifdef LIGHT_MODE_DIRECTIONAL
+ vec3 light_vec = -light_direction;
+ light_att = vec3(1.0); //no base attenuation
+ L = normalize(light_vec);
+#endif
+
+ diffuse_interp = vec3(0.0);
+ specular_interp = vec3(0.0);
+ light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
+
+#endif
+
+//shadows (for both vertex and fragment)
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+ vec4 vi4 = vec4(vertex_interp, 1.0);
+ shadow_coord = light_shadow_matrix * vi4;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+ shadow_coord2 = light_shadow_matrix2 * vi4;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+ shadow_coord3 = light_shadow_matrix3 * vi4;
+ shadow_coord3 = light_shadow_matrix3 * vi4;
+
+#endif
+
+#endif //use shadow and use lighting
+
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
}
@@ -276,12 +515,13 @@ VERTEX_SHADER_CODE
#define highp
#else
precision mediump float;
-precision mediump int;
+precision highp int;
#endif
#include "stdlib.glsl"
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB true
//
// uniforms
@@ -301,10 +541,11 @@ uniform highp float time;
uniform vec2 screen_pixel_size;
#endif
-uniform highp sampler2D depth_buffer; //texunit:-5
+// I think supporting this in GLES2 is difficult
+// uniform highp sampler2D depth_buffer;
#if defined(SCREEN_TEXTURE_USED)
-uniform highp sampler2D screen_texture; //texunit:-6
+uniform highp sampler2D screen_texture; //texunit:-4
#endif
#ifdef USE_RADIANCE_MAP
@@ -323,49 +564,68 @@ uniform float ambient_sky_contribution;
uniform vec4 ambient_color;
uniform float ambient_energy;
-#ifdef LIGHT_PASS
+#ifdef USE_LIGHTING
-#define LIGHT_TYPE_DIRECTIONAL 0
-#define LIGHT_TYPE_OMNI 1
-#define LIGHT_TYPE_SPOT 2
+#ifdef USE_VERTEX_LIGHTING
-// general for all lights
-uniform int light_type;
+//get from vertex
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
-uniform float light_energy;
+#else
+//done in fragment
+// general for all lights
uniform vec4 light_color;
uniform float light_specular;
// directional
uniform vec3 light_direction;
-
// omni
uniform vec3 light_position;
-uniform float light_range;
uniform vec4 light_attenuation;
// spot
uniform float light_spot_attenuation;
uniform float light_spot_range;
uniform float light_spot_angle;
+#endif
-// shadows
-uniform highp sampler2D light_shadow_atlas; //texunit:-4
-uniform float light_has_shadow;
+//this is needed outside above if because dual paraboloid wants it
+uniform float light_range;
+
+#ifdef USE_SHADOW
+
+uniform highp vec2 shadow_pixel_size;
+
+#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
+uniform highp sampler2D light_shadow_atlas; //texunit:-3
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
-uniform mat4 light_shadow_matrix;
uniform vec4 light_clamp;
-// directional shadow
+#endif // light shadow
-uniform highp sampler2D light_directional_shadow; // texunit:-4
-uniform vec4 light_split_offsets;
+// directional shadow
-uniform mat4 light_shadow_matrix1;
-uniform mat4 light_shadow_matrix2;
-uniform mat4 light_shadow_matrix3;
-uniform mat4 light_shadow_matrix4;
#endif
//
@@ -406,7 +666,79 @@ FRAGMENT_SHADER_GLOBALS
/* clang-format on */
-#ifdef LIGHT_PASS
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0) return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
void light_compute(
vec3 N,
vec3 L,
@@ -428,52 +760,267 @@ void light_compute(
inout vec3 diffuse_light,
inout vec3 specular_light) {
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#else
float NdotL = dot(N, L);
- float cNdotL = max(NdotL, 0.0);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
- {
- // calculate diffuse reflection
-
- // TODO hardcode Oren Nayar for now
- float diffuse_brdf_NL;
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
- // diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#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);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
}
- {
- // calculate specular reflection
+ if (roughness > 0.0) {
+
+ // D
+
+ float specular_brdf_NL;
+
+#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);
+ specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(dot(R, V), 0.0);
- float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
- specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity;
+ 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);
+ specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+ specular_brdf_NL = 0.0;
+#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 aspect = sqrt(1.0 - anisotropy * 0.9);
+ float rx = roughness / aspect;
+ float ry = roughness * aspect;
+ float ax = rx * rx;
+ float ay = ry * ry;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha);
+ float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
+#endif
+ // F
+ //float F0 = 1.0;
+ //float cLdotH5 = SchlickFresnel(cLdotH);
+ //float F = mix(cLdotH5, 1.0, F0);
+
+ specular_brdf_NL = cNdotL * D /* F */ * G;
+
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ 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);
+#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 specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ }
+#endif
}
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
}
+#endif
// shadows
+#ifdef USE_SHADOW
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
+
float sample_shadow(
highp sampler2D shadow,
- vec2 shadow_pixel_size,
- vec2 pos,
- float depth,
- vec4 clamp_rect) {
- // vec4 depth_value = texture2D(shadow, pos);
-
- // return depth_value.z;
- return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
- // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
+ highp vec2 pos,
+ highp float depth) {
+
+#ifdef SHADOW_MODE_PCF_13
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth);
+ return avg * (1.0 / 13.0);
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ return avg * (1.0 / 5.0);
+
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+
+ return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+#endif
}
#endif
void main() {
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
highp vec3 vertex = vertex_interp;
vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
@@ -540,11 +1087,8 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
-
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
-
vec3 eye_position = -normalize(vertex_interp);
#ifdef ALPHA_SCISSOR_USED
@@ -553,287 +1097,288 @@ FRAGMENT_SHADER_CODE
}
#endif
+#ifdef BASE_PASS
+ //none
+#ifdef USE_RADIANCE_MAP
+
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+
+ ref_vec.z *= -1.0;
+
+ specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+
+ {
+ vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
+ vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
+
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ }
+
+#else
+
+ ambient_light = ambient_color.rgb;
+
+#endif
+
+ ambient_light *= ambient_energy;
+
+#endif //BASE PASS
+
//
// Lighting
//
-#ifdef LIGHT_PASS
-
- if (light_type == LIGHT_TYPE_OMNI) {
- vec3 light_vec = light_position - vertex;
- float light_length = length(light_vec);
+#ifdef USE_LIGHTING
- float normalized_distance = light_length / light_range;
+#ifndef USE_VERTEX_LIGHTING
+ vec3 L;
+#endif
+ vec3 light_att = vec3(1.0);
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+#ifdef LIGHT_MODE_OMNI
- vec3 attenuation = vec3(omni_attenuation);
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = light_position - vertex;
+ float light_length = length(light_vec);
- if (light_has_shadow > 0.5) {
- highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz;
- float shadow_len = length(splane);
+ float normalized_distance = light_length / light_range;
- splane = normalize(splane);
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
- vec4 clamp_rect = light_clamp;
+ light_att = vec3(omni_attenuation);
+ L = normalize(light_vec);
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+#endif
- clamp_rect.y += clamp_rect.w;
- } else {
- splane.z = 1.0 - splane.z;
- }
+#ifdef USE_SHADOW
+ {
+ highp vec3 splane = shadow_coord.xyz;
+ float shadow_len = length(splane);
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len / light_range;
+ splane = normalize(splane);
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ vec4 clamp_rect = light_clamp;
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect);
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
- if (shadow > splane.z) {
- } else {
- attenuation = vec3(0.0);
- }
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
}
- light_compute(
- normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
-
- } else if (light_type == LIGHT_TYPE_DIRECTIONAL) {
-
- vec3 light_vec = -light_direction;
- vec3 attenuation = vec3(1.0, 1.0, 1.0);
-
- float depth_z = -vertex.z;
-
- if (light_has_shadow > 0.5) {
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len / light_range;
+
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+
+ float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+
+ light_att *= shadow;
+ }
+#endif
+
+#endif //type omni
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = -light_direction;
+ L = normalize(light_vec);
+#endif
+ float depth_z = -vertex.z;
+
+#ifdef USE_SHADOW
+ {
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.w) {
+ if (depth_z < light_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
- if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.y) {
#else
- if (depth_z < light_split_offsets.x) {
-#endif
+ if (depth_z < light_split_offsets.x) {
+#endif //pssm2
- vec3 pssm_coord;
- float pssm_fade = 0.0;
+ vec3 pssm_coord;
+ float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
- float pssm_blend;
- vec3 pssm_coord2;
- bool use_blend = true;
+ float pssm_blend;
+ vec3 pssm_coord2;
+ bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ splane = shadow_coord2;
+ pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ } else {
+ highp vec4 splane = shadow_coord2;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ splane = shadow_coord3;
+ pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
- highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ highp vec4 splane = shadow_coord3;
+ pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+ splane = shadow_coord4;
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
- } else {
+ } else {
- highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+ highp vec4 splane = shadow_coord4;
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
+ use_blend = false;
#endif
- }
}
+ }
#endif // LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
- if (depth_z < light_split_offsets.x) {
+ if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ splane = shadow_coord2;
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ } else {
+ highp vec4 splane = shadow_coord2;
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
+ use_blend = false;
#endif
- }
+ }
#endif // LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- }
+ {
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
+ }
#endif
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
#ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
- }
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
+ }
#endif
- attenuation *= shadow;
- }
+ light_att *= shadow;
}
+ }
+#endif //use shadow
- light_compute(normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- } else if (light_type == LIGHT_TYPE_SPOT) {
-
- vec3 light_att = vec3(1.0);
-
- if (light_has_shadow > 0.5) {
- highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0));
- splane.xyz /= splane.w;
-
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);
-
- if (shadow > splane.z) {
- } else {
- light_att = vec3(0.0);
- }
- }
+#endif
- vec3 light_rel_vec = light_position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length / light_range;
-
- float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
- vec3 spot_dir = light_direction;
-
- float spot_cutoff = light_spot_angle;
-
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
-
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
-
- light_att *= vec3(spot_attenuation);
-
- light_compute(
- normal,
- normalize(light_rel_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- light_att,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- }
+#ifdef LIGHT_MODE_SPOT
- gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
-#else
+ light_att = vec3(1.0);
-#ifdef RENDER_DEPTH
+#ifndef USE_VERTEX_LIGHTING
-#else
+ vec3 light_rel_vec = light_position - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
-#ifdef USE_RADIANCE_MAP
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 spot_dir = light_direction;
- vec3 ref_vec = reflect(-eye_position, N);
- ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+ float spot_cutoff = light_spot_angle;
- ref_vec.z *= -1.0;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
- env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+ light_att = vec3(spot_attenuation);
+
+ L = normalize(light_rel_vec);
+
+#endif
+#ifdef USE_SHADOW
{
- vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
- vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
+ highp vec4 splane = shadow_coord;
+ splane.xyz /= splane.w;
- ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+ light_att *= shadow;
}
+#endif
- ambient_light *= ambient_energy;
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+ //vertex lighting
+
+ specular_light += specular_interp * specular * light_att;
+ diffuse_light += diffuse_interp * albedo * light_att;
+
+#else
+ //fragment lighting
+ light_compute(
+ normal,
+ L,
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz,
+ light_att,
+ albedo,
+ transmission,
+ specular * light_specular,
+ roughness,
+ metallic,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+
+#endif //vertex lighting
+
+#endif //USE_LIGHTING
+ //compute and merge
+
+#ifndef RENDER_DEPTH
+
+#ifdef SHADELESS
- specular_light += env_reflection_light;
+ gl_FragColor = vec4(albedo, alpha);
+#else
ambient_light *= albedo;
@@ -865,10 +1410,7 @@ FRAGMENT_SHADER_CODE
gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
// gl_FragColor = vec4(normal, 1.0);
-#else
- gl_FragColor = vec4(albedo, alpha);
-#endif
-#endif // RENDER_DEPTH
+#endif //unshaded
-#endif // lighting
+#endif // not RENDER_DEPTH
}