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.glsl204
1 files changed, 157 insertions, 47 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 6c3d3baccd..2aef913ae8 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -59,6 +59,10 @@ uniform ivec2 skeleton_texture_size;
#endif
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+uniform bool skeleton_in_world_coords;
+
#endif
#ifdef USE_INSTANCING
@@ -96,6 +100,10 @@ uniform float light_normal_bias;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -158,6 +166,7 @@ varying highp vec3 specular_interp;
// general for all lights
uniform highp vec4 light_color;
+uniform highp vec4 shadow_color;
uniform highp float light_specular;
// directional
@@ -354,7 +363,7 @@ void main() {
uv2_interp = uv2_attrib;
#endif
-#ifdef OVERRIDE_POSITION
+#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
@@ -399,7 +408,13 @@ void main() {
#endif
- world_matrix = bone_transform * world_matrix;
+ if (skeleton_in_world_coords) {
+ bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
+ world_matrix = bone_transform * world_matrix;
+ } else {
+ world_matrix = world_matrix * bone_transform;
+ }
+
#endif
#ifdef USE_INSTANCING
@@ -409,9 +424,12 @@ void main() {
#endif
+ mat4 local_projection_matrix = projection_matrix;
+
mat4 modelview = camera_inverse_matrix * world_matrix;
float roughness = 1.0;
+#define projection_matrix local_projection_matrix
#define world_transform world_matrix
{
@@ -646,25 +664,29 @@ VERTEX_SHADER_CODE
#endif //use vertex lighting
-#ifdef OVERRIDE_POSITION
+#if defined(OVERRIDE_POSITION)
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+ position_interp = gl_Position;
+#endif
}
/* clang-format off */
[fragment]
+// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
+// Do not copy these defines in the vertex section.
#ifndef USE_GLES_OVER_GL
-
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
-
-#endif
+#endif // !USE_GLES_OVER_GL
#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
@@ -675,9 +697,6 @@ VERTEX_SHADER_CODE
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
-
-
-
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
@@ -723,6 +742,9 @@ uniform vec2 screen_pixel_size;
#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; //texunit:-4
#endif
+#if defined(DEPTH_TEXTURE_USED)
+uniform highp sampler2D depth_texture; //texunit:-4
+#endif
#ifdef USE_REFLECTION_PROBE1
@@ -892,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -900,6 +923,8 @@ uniform float ambient_energy;
#ifdef USE_LIGHTING
+uniform highp vec4 shadow_color;
+
#ifdef USE_VERTEX_LIGHTING
//get from vertex
@@ -912,6 +937,7 @@ uniform highp vec3 light_direction; //may be used by fog, so leave here
//done in fragment
// general for all lights
uniform highp vec4 light_color;
+
uniform highp float light_specular;
// directional
@@ -968,6 +994,10 @@ uniform vec4 light_clamp;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -1121,7 +1151,8 @@ void light_compute(
float clearcoat_gloss,
float anisotropy,
inout vec3 diffuse_light,
- inout vec3 specular_light) {
+ inout vec3 specular_light,
+ inout float alpha) {
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -1276,10 +1307,10 @@ LIGHT_SHADER_CODE
// shlick+ggx as default
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
@@ -1287,10 +1318,10 @@ LIGHT_SHADER_CODE
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- //float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
- float G = V_GGX(cNdotL, cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1320,6 +1351,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1328,8 +1363,18 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
-#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
-#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+
+#else
+
+#define SHADOW_DEPTH(m_val) (m_val).r
+
+#endif
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
@@ -1430,6 +1475,9 @@ void main() {
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
+ // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
+ // compile error because DEPTH is not a variable.
+ float m_DEPTH = 0.0;
float alpha = 1.0;
float side = 1.0;
@@ -1492,20 +1540,29 @@ FRAGMENT_SHADER_CODE
vec3 eye_position = view;
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
if (alpha < 0.99) {
discard;
}
-#endif
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#ifdef BASE_PASS
//none
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+
#ifdef USE_RADIANCE_MAP
vec3 ref_vec = reflect(-eye_position, N);
@@ -1514,7 +1571,6 @@ FRAGMENT_SHADER_CODE
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;
@@ -1525,9 +1581,11 @@ FRAGMENT_SHADER_CODE
#else
ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
+#endif // AMBIENT_LIGHT_DISABLED
ambient_light *= ambient_energy;
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
@@ -1583,6 +1641,19 @@ FRAGMENT_SHADER_CODE
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+
#ifdef USE_LIGHTMAP
//ambient light will come entirely from lightmap is lightmap is used
ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
@@ -1591,14 +1662,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
@@ -1654,6 +1725,8 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
@@ -1680,10 +1753,12 @@ FRAGMENT_SHADER_CODE
float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
#endif
+#endif //SHADOWS_DISABLED
+
#endif //type omni
#ifdef LIGHT_MODE_DIRECTIONAL
@@ -1694,6 +1769,8 @@ FRAGMENT_SHADER_CODE
#endif
float depth_z = -vertex.z;
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
#ifdef USE_VERTEX_LIGHTING
@@ -1757,7 +1834,7 @@ FRAGMENT_SHADER_CODE
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
}
#endif
- light_att *= shadow_att;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
}
#endif //LIGHT_USE_PSSM4
@@ -1798,14 +1875,14 @@ FRAGMENT_SHADER_CODE
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
}
#endif
- light_att *= shadow_att;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
}
#endif //LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+ light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
#endif //orthogonal
#else //fragment version of pssm
@@ -1905,13 +1982,15 @@ FRAGMENT_SHADER_CODE
}
#endif
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
}
#endif //use vertex lighting
#endif //use shadow
+#endif // SHADOWS_DISABLED
+
#endif
#ifdef LIGHT_MODE_SPOT
@@ -1948,15 +2027,19 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
#endif
+#endif // SHADOWS_DISABLED
+
#endif // LIGHT_MODE_SPOT
#ifdef USE_VERTEX_LIGHTING
@@ -1987,13 +2070,32 @@ FRAGMENT_SHADER_CODE
clearcoat_gloss,
anisotropy,
diffuse_light,
- specular_light);
+ specular_light,
+ alpha);
#endif //vertex lighting
#endif //USE_LIGHTING
//compute and merge
+#ifdef USE_SHADOW_TO_OPACITY
+
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.99) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
#ifndef RENDER_DEPTH
#ifdef SHADELESS
@@ -2020,17 +2122,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
-#else
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
#endif
}
@@ -2042,14 +2133,17 @@ FRAGMENT_SHADER_CODE
#endif
// gl_FragColor = vec4(normal, 1.0);
-#endif //unshaded
-
//apply fog
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
#if defined(USE_VERTEX_LIGHTING)
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_interp.a);
+#endif // BASE_PASS
+
#else //pixel based fog
float fog_amount = 0.0;
@@ -2083,11 +2177,27 @@ FRAGMENT_SHADER_CODE
}
#endif
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_amount);
+#endif // BASE_PASS
#endif //use vertex lit
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
-#endif // not RENDER_DEPTH
+#endif //unshaded
+
+#else // not RENDER_DEPTH
+//depth render
+#ifdef USE_RGBA_SHADOWS
+
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
+ highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ gl_FragColor = comp;
+
+#endif
+#endif
}