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-rw-r--r--drivers/gles2/shaders/scene.glsl1215
1 files changed, 1004 insertions, 211 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index da4c3a84f1..57c2d886b3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -2,6 +2,7 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
@@ -9,12 +10,15 @@ precision highp float;
precision highp int;
#endif
+/* clang-format on */
#include "stdlib.glsl"
+/* clang-format off */
#define SHADER_IS_SRGB true
#define M_PI 3.14159265359
+
//
// attributes
//
@@ -27,15 +31,15 @@ attribute vec3 normal_attrib; // attrib:1
attribute vec4 tangent_attrib; // attrib:2
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
attribute vec4 color_attrib; // attrib:3
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
attribute vec2 uv_attrib; // attrib:4
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
attribute vec2 uv2_attrib; // attrib:5
#endif
@@ -43,9 +47,9 @@ attribute vec2 uv2_attrib; // attrib:5
#ifdef USE_SKELETON_SOFTWARE
-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
+attribute highp vec4 bone_transform_row_0; // attrib:13
+attribute highp vec4 bone_transform_row_1; // attrib:14
+attribute highp vec4 bone_transform_row_2; // attrib:15
#else
@@ -74,16 +78,16 @@ attribute highp vec4 instance_custom_data; // attrib:12
// uniforms
//
-uniform mat4 camera_matrix;
-uniform mat4 camera_inverse_matrix;
-uniform mat4 projection_matrix;
-uniform mat4 projection_inverse_matrix;
+uniform highp mat4 camera_matrix;
+uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
-uniform mat4 world_transform;
+uniform highp mat4 world_transform;
uniform highp float time;
-uniform float normal_mult;
+uniform highp vec2 viewport_size;
#ifdef RENDER_DEPTH
uniform float light_bias;
@@ -94,6 +98,10 @@ 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;
@@ -102,15 +110,15 @@ varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
varying vec4 color_interp;
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
varying vec2 uv_interp;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
varying vec2 uv2_interp;
#endif
@@ -130,11 +138,6 @@ uniform highp float shadow_dual_paraboloid_render_side;
#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;
@@ -160,22 +163,23 @@ varying highp vec3 diffuse_interp;
varying highp vec3 specular_interp;
// general for all lights
-uniform vec4 light_color;
-uniform float light_specular;
+uniform highp vec4 light_color;
+uniform highp vec4 shadow_color;
+uniform highp float light_specular;
// directional
-uniform vec3 light_direction;
+uniform highp vec3 light_direction;
// omni
-uniform vec3 light_position;
+uniform highp vec3 light_position;
-uniform float light_range;
-uniform vec4 light_attenuation;
+uniform highp float light_range;
+uniform highp float light_attenuation;
// spot
-uniform float light_spot_attenuation;
-uniform float light_spot_range;
-uniform float light_spot_angle;
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
void light_compute(
vec3 N,
@@ -251,17 +255,71 @@ void light_compute(
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);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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;
+ specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI);
}
}
#endif
+#ifdef USE_VERTEX_LIGHTING
+
+#ifdef USE_REFLECTION_PROBE1
+
+uniform highp mat4 refprobe1_local_matrix;
+varying mediump vec4 refprobe1_reflection_normal_blend;
+uniform highp vec3 refprobe1_box_extents;
+
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#endif //reflection probe1
+
+#ifdef USE_REFLECTION_PROBE2
+
+uniform highp mat4 refprobe2_local_matrix;
+varying mediump vec4 refprobe2_reflection_normal_blend;
+uniform highp vec3 refprobe2_box_extents;
+
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#endif //reflection probe2
+
+#endif //vertex lighting for refprobes
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+varying vec4 fog_interp;
+
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //fog
+
void main() {
highp vec4 vertex = vertex_attrib;
@@ -277,38 +335,42 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
+
#endif
- vec3 normal = normal_attrib * normal_mult;
+ vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
vec3 tangent = tangent_attrib.xyz;
- tangent *= normal_mult;
float binormalf = tangent_attrib.a;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#ifdef USE_INSTANCING
color_interp *= instance_color;
#endif
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
#endif
+#if defined(OVERRIDE_POSITION)
+ highp vec4 position;
+#endif
+
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)), xyz);
+ tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -344,7 +406,8 @@ void main() {
#endif
- world_matrix = bone_transform * world_matrix;
+ world_matrix = world_matrix * bone_transform;
+
#endif
#ifdef USE_INSTANCING
@@ -354,9 +417,12 @@ void main() {
#endif
- mat4 modelview = camera_matrix * world_matrix;
+ 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
{
@@ -381,11 +447,11 @@ VERTEX_SHADER_CODE
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_matrix * vertex;
- normal = normalize((camera_matrix * vec4(normal, 0.0)).xyz);
+ vertex = camera_inverse_matrix * vertex;
+ normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -438,10 +504,15 @@ VERTEX_SHADER_CODE
float normalized_distance = light_length / light_range;
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ if (normalized_distance < 1.0) {
- vec3 attenuation = vec3(omni_attenuation);
- light_att = vec3(omni_attenuation);
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+
+ vec3 attenuation = vec3(omni_attenuation);
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
L = normalize(light_vec);
@@ -453,17 +524,30 @@ VERTEX_SHADER_CODE
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;
+ if (normalized_distance < 1.0) {
+
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
- float spot_cutoff = light_spot_angle;
+ 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));
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+ if (angle > spot_cutoff) {
+
+ float scos = max(angle, 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);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
- light_att = vec3(spot_attenuation);
L = normalize(light_rel_vec);
#endif
@@ -492,30 +576,132 @@ VERTEX_SHADER_CODE
#if defined(LIGHT_USE_PSSM4)
shadow_coord3 = light_shadow_matrix3 * vi4;
- shadow_coord3 = light_shadow_matrix3 * vi4;
+ shadow_coord4 = light_shadow_matrix4 * vi4;
#endif
#endif //use shadow and use lighting
+#ifdef USE_VERTEX_LIGHTING
+
+#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 inner_pos = abs(local_pos / refprobe1_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ 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
+
+ refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz;
+#endif
+ }
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+ {
+ vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
+ vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 inner_pos = abs(local_pos / refprobe2_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ 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
+
+ refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz;
+#endif
+ }
+
+#endif //USE_REFLECTION_PROBE2
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+ float fog_amount = 0.0;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
+#else
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
+
+ {
+
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+ }
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#endif
+ fog_interp = vec4(fog_color, fog_amount);
+
+#endif //fog
+
+#endif //use vertex lighting
+
+#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 // !USE_GLES_OVER_GL
+
+#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
+#endif
-#ifndef GL_ARB_shader_texture_lod
-#define texture2DLod(img, coord, lod) texture2D(img, coord)
-#define textureCubeLod(img, coord, lod) textureCube(img, coord)
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
+#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
-precision mediump float;
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
#endif
#include "stdlib.glsl"
@@ -527,17 +713,19 @@ precision highp int;
// uniforms
//
-uniform mat4 camera_matrix;
+uniform highp mat4 camera_matrix;
/* clang-format on */
-uniform mat4 camera_inverse_matrix;
-uniform mat4 projection_matrix;
-uniform mat4 projection_inverse_matrix;
+uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
-uniform mat4 world_transform;
+uniform highp mat4 world_transform;
uniform highp float time;
-#ifdef SCREEN_UV_USED
+uniform highp vec2 viewport_size;
+
+#if defined(SCREEN_UV_USED)
uniform vec2 screen_pixel_size;
#endif
@@ -547,17 +735,179 @@ 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_RADIANCE_MAP
+#ifdef USE_REFLECTION_PROBE1
+
+#ifdef USE_VERTEX_LIGHTING
+
+varying mediump vec4 refprobe1_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe1_use_box_project;
+uniform highp vec3 refprobe1_box_extents;
+uniform vec3 refprobe1_box_offset;
+uniform highp mat4 refprobe1_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe1_exterior;
+
+uniform highp samplerCube reflection_probe1; //texunit:-5
+
+uniform float refprobe1_intensity;
+uniform vec4 refprobe1_ambient;
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+#ifdef USE_VERTEX_LIGHTING
+
+varying mediump vec4 refprobe2_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe2_use_box_project;
+uniform highp vec3 refprobe2_box_extents;
+uniform vec3 refprobe2_box_offset;
+uniform highp mat4 refprobe2_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe2_exterior;
+
+uniform highp samplerCube reflection_probe2; //texunit:-6
+
+uniform float refprobe2_intensity;
+uniform vec4 refprobe2_ambient;
+
+#endif //USE_REFLECTION_PROBE2
#define RADIANCE_MAX_LOD 6.0
+#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+void reflection_process(samplerCube reflection_map,
+#ifdef USE_VERTEX_LIGHTING
+ vec3 ref_normal,
+#ifndef USE_LIGHTMAP
+ vec3 amb_normal,
+#endif
+ float ref_blend,
+
+#else //no vertex lighting
+ 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) {
+
+ vec4 reflection;
+
+#ifdef USE_VERTEX_LIGHTING
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+
+ float blend = ref_blend; //crappier blend formula for vertex
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+#else //fragment lighting
+
+ vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ //reflect and make local
+ vec3 ref_normal = normalize(reflect(vertex, normal));
+ ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz;
+
+ if (use_box_project) { //box project
+
+ vec3 nrdir = normalize(ref_normal);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0))));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ ref_normal = posonbox - box_offset.xyz;
+ }
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+#endif
+
+ if (exterior) {
+ reflection.rgb = mix(skybox, reflection.rgb, blend);
+ }
+ reflection.rgb *= intensity;
+ reflection.a = blend;
+ reflection.rgb *= blend;
+
+ reflection_accum += reflection;
+
+#ifndef USE_LIGHTMAP
+
+ vec4 ambient_out;
+#ifndef USE_VERTEX_LIGHTING
+
+ vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz;
+#endif
+
+ ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
+ ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
+ if (exterior) {
+ ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
+ }
+
+ ambient_out.a = blend;
+ ambient_out.rgb *= blend;
+ ambient_accum += ambient_out;
+
+#endif
+}
+
+#endif //use refprobe 1 or 2
+
+#ifdef USE_LIGHTMAP
+uniform mediump sampler2D lightmap; //texunit:-4
+uniform mediump float lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+uniform bool lightmap_capture_sky;
+
+#endif
+
+#ifdef USE_RADIANCE_MAP
+
uniform samplerCube radiance_map; // texunit:-2
uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -566,33 +916,38 @@ uniform float ambient_energy;
#ifdef USE_LIGHTING
+uniform highp vec4 shadow_color;
+
#ifdef USE_VERTEX_LIGHTING
//get from vertex
varying highp vec3 diffuse_interp;
varying highp vec3 specular_interp;
+uniform highp vec3 light_direction; //may be used by fog, so leave here
+
#else
//done in fragment
// general for all lights
-uniform vec4 light_color;
-uniform float light_specular;
+uniform highp vec4 light_color;
+
+uniform highp float light_specular;
// directional
-uniform vec3 light_direction;
+uniform highp vec3 light_direction;
// omni
-uniform vec3 light_position;
+uniform highp vec3 light_position;
-uniform vec4 light_attenuation;
+uniform highp float light_attenuation;
// spot
-uniform float light_spot_attenuation;
-uniform float light_spot_range;
-uniform float light_spot_angle;
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
#endif
//this is needed outside above if because dual paraboloid wants it
-uniform float light_range;
+uniform highp float light_range;
#ifdef USE_SHADOW
@@ -632,6 +987,10 @@ 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;
@@ -640,24 +999,25 @@ varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
varying vec4 color_interp;
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
varying vec2 uv_interp;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
varying vec2 uv2_interp;
#endif
varying vec3 view_interp;
-vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
- float dielectric = (0.034 * 2.0) * specular;
- // energy conservation
- return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
}
/* clang-format off */
@@ -690,6 +1050,7 @@ varying highp float dp_clip;
// 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)
@@ -702,6 +1063,13 @@ float G_GGX_2cos(float cos_theta_m, float alpha) {
// float sin2 = (1.0 - cos2);
// return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
}
+*/
+
+// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
+// See Filament docs, Specular G section.
+float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
+ return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
+}
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha * alpha;
@@ -709,6 +1077,7 @@ float D_GGX(float cos_theta_m, float alpha) {
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);
@@ -716,14 +1085,30 @@ float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, fl
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;
+// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...)
+// See Filament docs, Anisotropic specular BRDF section.
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) {
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+
+ /* 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);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */
}
float SchlickFresnel(float u) {
@@ -752,13 +1137,15 @@ void light_compute(
float specular_blob_intensity,
float roughness,
float metallic,
+ float specular,
float rim,
float rim_tint,
float clearcoat,
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
@@ -792,7 +1179,19 @@ LIGHT_SHADER_CODE
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(abs(NdotV), 1e-6);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR)
@@ -828,13 +1227,9 @@ LIGHT_SHADER_CODE
#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);
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
@@ -868,20 +1263,18 @@ LIGHT_SHADER_CODE
if (roughness > 0.0) {
- // D
-
- float specular_brdf_NL;
+#if defined(SPECULAR_SCHLICK_GGX)
+ vec3 specular_brdf_NL = vec3(0.0);
+#else
+ float specular_brdf_NL = 0.0;
+#endif
#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);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_PHONG)
@@ -890,7 +1283,7 @@ LIGHT_SHADER_CODE
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);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_TOON)
@@ -903,38 +1296,32 @@ LIGHT_SHADER_CODE
#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 alpha_ggx = roughness * roughness;
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 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);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
+ //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+ 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 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
- //float F0 = 1.0;
- //float cLdotH5 = SchlickFresnel(cLdotH);
- //float F = mix(cLdotH5, 1.0, F0);
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
- specular_brdf_NL = cNdotL * D /* F */ * G;
+ specular_brdf_NL = cNdotL * D * F * G;
#endif
@@ -942,26 +1329,25 @@ LIGHT_SHADER_CODE
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);
+ 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 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 Gr = V_GGX(cNdotL, cNdotV, 0.25);
- float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
- }
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#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)
}
@@ -970,15 +1356,27 @@ 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)
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 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 vec2 pos,
- highp float depth) {
+float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
#ifdef SHADOW_MODE_PCF_13
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
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);
@@ -997,6 +1395,10 @@ float sample_shadow(
#ifdef SHADOW_MODE_PCF_5
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
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);
@@ -1008,12 +1410,42 @@ float sample_shadow(
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
- return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
#endif
}
#endif
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#if defined(USE_VERTEX_LIGHTING)
+
+varying vec4 fog_interp;
+
+#else
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //vertex lit
+#endif //fog
+
void main() {
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
@@ -1022,6 +1454,7 @@ void main() {
discard;
#endif
highp vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
float metallic = 0.0;
@@ -1034,10 +1467,19 @@ void main() {
float clearcoat_gloss = 0.0;
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;
+ float specular_blob_intensity = 1.0;
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity *= specular * 2.0;
+#endif
+
#if defined(ENABLE_AO)
float ao = 1.0;
float ao_light_affect = 0.0;
@@ -1057,11 +1499,11 @@ void main() {
#endif
float normaldepth = 1.0;
-#ifdef ALPHA_SCISSOR_USED
+#if defined(ALPHA_SCISSOR_USED)
float alpha_scissor = 0.5;
#endif
-#ifdef SCREEN_UV_USED
+#if defined(SCREEN_UV_USED)
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
@@ -1077,8 +1519,8 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
- // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
- normal = normalmap;
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ //normal = normalmap;
#endif
normal = normalize(normal);
@@ -1089,16 +1531,31 @@ FRAGMENT_SHADER_CODE
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- vec3 eye_position = -normalize(vertex_interp);
+ vec3 eye_position = view;
+
+#if !defined(USE_SHADOW_TO_OPACITY)
-#ifdef ALPHA_SCISSOR_USED
+#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.1) {
+ discard;
+ }
+#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);
@@ -1107,7 +1564,6 @@ 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;
@@ -1118,11 +1574,131 @@ 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)
+
+ vec4 ambient_accum = vec4(0.0);
+ vec4 reflection_accum = vec4(0.0);
+
+#ifdef USE_REFLECTION_PROBE1
+
+ 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,
+#else
+ 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);
+
+#endif // USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+ reflection_process(reflection_probe2,
+#ifdef USE_VERTEX_LIGHTING
+ refprobe2_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe2_ambient_normal,
+#endif
+ refprobe2_reflection_normal_blend.a,
+#else
+ 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);
+
+#endif // USE_REFLECTION_PROBE2
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+
+#ifndef USE_LIGHTMAP
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+
+#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+ // environment BRDF approximation
+
+ {
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // 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;
+
+#endif
+ }
+
+#ifdef USE_LIGHTMAP
+ //ambient light will come entirely from lightmap is lightmap is used
+ ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ 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, 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 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
#endif //BASE PASS
//
@@ -1142,20 +1718,26 @@ FRAGMENT_SHADER_CODE
float light_length = length(light_vec);
float normalized_distance = light_length / light_range;
+ if (normalized_distance < 1.0) {
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- light_att = vec3(omni_attenuation);
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
L = normalize(light_vec);
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
- highp vec3 splane = shadow_coord.xyz;
- float shadow_len = length(splane);
+ highp vec4 splane = shadow_coord;
+ float shadow_len = length(splane.xyz);
- splane = normalize(splane);
+ splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = light_clamp;
@@ -1172,13 +1754,16 @@ FRAGMENT_SHADER_CODE
splane.z = shadow_len / light_range;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0;
- float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+ 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
@@ -1189,7 +1774,124 @@ FRAGMENT_SHADER_CODE
#endif
float depth_z = -vertex.z;
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ //compute shadows in a mobile friendly way
+
+#ifdef LIGHT_USE_PSSM4
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
+
+ if (depth_z < light_split_offsets.w) {
+ float pssm_fade = 0.0;
+ float shadow_att = 1.0;
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ shadow_att = shadow2;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow3;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
+
+ shadow_att = shadow3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ shadow_att2 = shadow4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
+
+ } else {
+
+ shadow_att = shadow4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
+ }
+ }
+#if defined(LIGHT_USE_PSSM_BLEND)
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+
+ if (depth_z < light_split_offsets.y) {
+ float shadow_att = 1.0;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.x) {
+ float pssm_fade = 0.0;
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+
+ shadow_att = shadow2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ 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 *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
+#endif //orthogonal
+
+#else //fragment version of pssm
+
{
#ifdef LIGHT_USE_PSSM4
if (depth_z < light_split_offsets.w) {
@@ -1199,34 +1901,31 @@ FRAGMENT_SHADER_CODE
if (depth_z < light_split_offsets.x) {
#endif //pssm2
- vec3 pssm_coord;
+ highp vec4 pssm_coord;
float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
float pssm_blend;
- vec3 pssm_coord2;
+ highp vec4 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 = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord2;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord3;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord3;
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
@@ -1234,19 +1933,16 @@ FRAGMENT_SHADER_CODE
} else {
if (depth_z < light_split_offsets.z) {
- highp vec4 splane = shadow_coord3;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord3;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = shadow_coord4;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord4;
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord4;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord4;
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -1260,17 +1956,15 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
if (depth_z < light_split_offsets.x) {
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+
+ pssm_coord = shadow_coord2;
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
use_blend = false;
@@ -1281,24 +1975,27 @@ FRAGMENT_SHADER_CODE
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
{
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
}
#endif
- float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
#ifdef LIGHT_USE_PSSM_BLEND
if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
}
#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
@@ -1311,40 +2008,62 @@ FRAGMENT_SHADER_CODE
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;
+ if (normalized_distance < 1.0) {
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
- 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));
+ float spot_cutoff = light_spot_angle;
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+ if (angle > spot_cutoff) {
+ float scos = max(angle, 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_att = vec3(spot_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
L = normalize(light_rel_vec);
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
- splane.xyz /= splane.w;
- float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
- light_att *= shadow;
+ float shadow = sample_shadow(light_shadow_atlas, splane);
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
#endif
-#endif
+#endif // SHADOWS_DISABLED
+
+#endif // LIGHT_MODE_SPOT
#ifdef USE_VERTEX_LIGHTING
//vertex lighting
- specular_light += specular_interp * specular * light_att;
+ specular_light += specular_interp * specular_blob_intensity * light_att;
diffuse_light += diffuse_interp * albedo * light_att;
+ // Same as above, needed for VERTEX_LIGHTING or else lights are too bright
+ 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;
+
#else
//fragment lighting
light_compute(
@@ -1357,22 +2076,42 @@ FRAGMENT_SHADER_CODE
light_att,
albedo,
transmission,
- specular * light_specular,
+ specular_blob_intensity * light_specular,
roughness,
metallic,
+ specular,
rim,
rim_tint,
clearcoat,
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 < 0.1) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
#ifndef RENDER_DEPTH
#ifdef SHADELESS
@@ -1392,25 +2131,79 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic;
ambient_light *= 1.0 - metallic;
- // environment BRDF approximation
+ gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
+
+ //add emission if in base pass
+#ifdef BASE_PASS
+ gl_FragColor.rgb += emission;
+#endif
+ // gl_FragColor = vec4(normal, 1.0);
+
+//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;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0));
+#else
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
- // TODO shadeless
{
- 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 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;
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+
+ if (fog_transmit_enabled) {
+ vec3 total_light = gl_FragColor.rgb;
+ float transmit = pow(fog_z, fog_transmit_curve);
+ fog_color = mix(max(total_light, fog_color), fog_color, transmit);
+ }
}
+#endif
- gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
- // gl_FragColor = vec4(normal, 1.0);
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#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 //unshaded
-#endif // not RENDER_DEPTH
+#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(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ gl_FragColor = comp;
+
+#endif
+#endif
}