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-rw-r--r--drivers/gles2/shaders/SCsub7
-rw-r--r--drivers/gles2/shaders/canvas.glsl478
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl50
-rw-r--r--drivers/gles2/shaders/copy.glsl72
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl7
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl65
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl243
-rw-r--r--drivers/gles2/shaders/lens_distorted.glsl85
-rw-r--r--drivers/gles2/shaders/scene.glsl1215
-rw-r--r--drivers/gles2/shaders/stdlib.glsl383
-rw-r--r--drivers/gles2/shaders/tonemap.glsl296
11 files changed, 2373 insertions, 528 deletions
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index acb93fff8f..d7ae0243e6 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -6,17 +6,18 @@ if 'GLES2_GLSL' in env['BUILDERS']:
env.GLES2_GLSL('copy.glsl');
# env.GLES2_GLSL('resolve.glsl');
env.GLES2_GLSL('canvas.glsl');
-# env.GLES2_GLSL('canvas_shadow.glsl');
+ env.GLES2_GLSL('canvas_shadow.glsl');
env.GLES2_GLSL('scene.glsl');
env.GLES2_GLSL('cubemap_filter.glsl');
env.GLES2_GLSL('cube_to_dp.glsl');
# env.GLES2_GLSL('blend_shape.glsl');
# env.GLES2_GLSL('screen_space_reflection.glsl');
-# env.GLES2_GLSL('effect_blur.glsl');
+ env.GLES2_GLSL('effect_blur.glsl');
# env.GLES2_GLSL('subsurf_scattering.glsl');
# env.GLES2_GLSL('ssao.glsl');
# env.GLES2_GLSL('ssao_minify.glsl');
# env.GLES2_GLSL('ssao_blur.glsl');
# env.GLES2_GLSL('exposure.glsl');
-# env.GLES2_GLSL('tonemap.glsl');
+ env.GLES2_GLSL('tonemap.glsl');
# env.GLES2_GLSL('particles.glsl');
+ env.GLES2_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index ba69ca9b6e..08548ded17 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -2,21 +2,50 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
uniform highp mat4 projection_matrix;
/* clang-format on */
+
+#include "stdlib.glsl"
+
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
+#ifdef USE_SKELETON
+attribute highp vec4 bone_indices; // attrib:6
+attribute highp vec4 bone_weights; // attrib:7
+#endif
+
+#ifdef USE_INSTANCING
+
+attribute highp vec4 instance_xform0; //attrib:8
+attribute highp vec4 instance_xform1; //attrib:9
+attribute highp vec4 instance_xform2; //attrib:10
+attribute highp vec4 instance_color; //attrib:11
+
+#ifdef USE_INSTANCE_CUSTOM
+attribute highp vec4 instance_custom_data; //attrib:12
+#endif
+
+#endif
+
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; // texunit:-3
+uniform highp ivec2 skeleton_texture_size;
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+#endif
+
varying vec2 uv_interp;
varying vec4 color_interp;
@@ -31,6 +60,35 @@ uniform vec4 src_rect;
uniform highp float time;
+#ifdef USE_LIGHTING
+
+// light matrices
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_matrix_inverse;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+varying vec4 light_uv_interp;
+varying vec2 transformed_light_uv;
+varying vec4 local_rot;
+
+#ifdef USE_SHADOWS
+varying highp vec2 pos;
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
/* clang-format off */
VERTEX_SHADER_GLOBALS
@@ -49,13 +107,29 @@ vec2 select(vec2 a, vec2 b, bvec2 c) {
void main() {
vec4 color = color_attrib;
+ vec2 uv;
+
+#ifdef USE_INSTANCING
+ mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
+ color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+#else
+ mat4 extra_matrix_instance = extra_matrix;
+ vec4 instance_custom = vec4(0.0);
+#endif
#ifdef USE_TEXTURE_RECT
if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
+ uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
} else {
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
+ uv = src_rect.xy + abs(src_rect.zw) * vertex;
}
vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
@@ -72,12 +146,7 @@ void main() {
#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
-#ifdef USE_UV_ATTRIBUTE
- uv_interp = uv_attrib;
-#else
- uv_interp = vertex.xy;
-#endif
-
+ uv = uv_attrib;
#endif
{
@@ -89,21 +158,107 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+#if !defined(SKIP_TRANSFORM_USED)
+ outvec = extra_matrix_instance * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
color_interp = color;
- gl_Position = projection_matrix * modelview_matrix * outvec;
+#ifdef USE_PIXEL_SNAP
+ outvec.xy = floor(outvec + 0.5).xy;
+ // precision issue on some hardware creates artifacts within texture
+ // offset uv by a small amount to avoid
+ uv += 1e-5;
+#endif
+
+#ifdef USE_SKELETON
+
+ // look up transform from the "pose texture"
+ if (bone_weights != vec4(0.0)) {
+
+ highp mat4 bone_transform = mat4(0.0);
+
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
+
+ highp mat4 b = mat4(
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+
+ bone_transform += b * bone_weights[i];
+ }
+
+ mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
+
+ outvec = bone_matrix * outvec;
+ }
+
+#endif
+
+ uv_interp = uv;
+ gl_Position = projection_matrix * outvec;
+
+#ifdef USE_LIGHTING
+
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = (light_local_matrix * outvec).xy;
+
+ transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
+
+#ifdef USE_SHADOWS
+ pos = outvec.xy;
+#endif
+
+ local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
+ local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
+#ifdef USE_TEXTURE_RECT
+ local_rot.xy *= sign(src_rect.z);
+ local_rot.zw *= sign(src_rect.w);
+#endif
+
+#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
+
+#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
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
precision mediump float;
precision mediump int;
#endif
+#endif
+
+#include "stdlib.glsl"
uniform sampler2D color_texture; // texunit:-1
/* clang-format on */
@@ -119,7 +274,7 @@ uniform vec4 final_modulate;
#ifdef SCREEN_TEXTURE_USED
-uniform sampler2D screen_texture; // texunit:-3
+uniform sampler2D screen_texture; // texunit:-4
#endif
@@ -129,30 +284,325 @@ uniform vec2 screen_pixel_size;
#endif
+#ifdef USE_LIGHTING
+
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+uniform lowp sampler2D light_texture; // texunit:-4
+varying vec4 light_uv_interp;
+varying vec2 transformed_light_uv;
+
+varying vec4 local_rot;
+
+#ifdef USE_SHADOWS
+
+uniform highp sampler2D shadow_texture; // texunit:-5
+varying highp vec2 pos;
+
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
+uniform bool use_default_normal;
+
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
+void light_compute(
+ inout vec4 light,
+ inout vec2 light_vec,
+ inout float light_height,
+ inout vec4 light_color,
+ vec2 light_uv,
+ inout vec4 shadow_color,
+ inout vec2 shadow_vec,
+ vec3 normal,
+ vec2 uv,
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv,
+#endif
+ vec4 color) {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#endif
+}
+
void main() {
vec4 color = color_interp;
+ vec2 uv = uv_interp;
+#ifdef USE_FORCE_REPEAT
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
+ uv = mod(uv, vec2(1.0, 1.0));
+#endif
- color *= texture2D(color_texture, uv_interp);
+#if !defined(COLOR_USED)
+ //default behavior, texture by color
+ color *= texture2D(color_texture, uv);
+#endif
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (use_default_normal) {
+ normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0;
+ normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ normal_used = true;
+ } else {
+ normal = vec3(0.0, 0.0, 1.0);
+ }
+
{
+ float normal_depth = 1.0;
+
+#if defined(NORMALMAP_USED)
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
+#endif
+
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
- }
+#if defined(NORMALMAP_USED)
+ normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
+#endif
+ }
color *= final_modulate;
+#ifdef USE_LIGHTING
+
+ vec2 light_vec = transformed_light_uv;
+ vec2 shadow_vec = transformed_light_uv;
+
+ if (normal_used) {
+ normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
+ }
+
+ float att = 1.0;
+
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture2D(light_texture, light_uv);
+
+ if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
+ color.a *= light_outside_alpha; //invisible
+
+ } else {
+ float real_light_height = light_height;
+ vec4 real_light_color = light_color;
+ vec4 real_light_shadow_color = light_shadow_color;
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ //light is written by the light shader
+ light_compute(
+ light,
+ light_vec,
+ real_light_height,
+ real_light_color,
+ light_uv,
+ real_light_shadow_color,
+ shadow_vec,
+ normal,
+ uv,
+#if defined(SCREEN_UV_USED)
+ screen_uv,
+#endif
+ color);
+#endif
+
+ light *= real_light_color;
+
+ if (normal_used) {
+ vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
+ light *= max(dot(-light_normal, normal), 0.0);
+ }
+
+ color *= light;
+
+#ifdef USE_SHADOWS
+
+#ifdef SHADOW_VEC_USED
+ mat3 inverse_light_matrix = mat3(light_matrix);
+ inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
+ inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
+ inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
+ shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
+#else
+ shadow_vec = light_uv_interp.zw;
+#endif
+
+ float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
+ float PI = 3.14159265358979323846264;
+ /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
+ float ang*/
+
+ float su, sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle < 45.0 * PI / 180.0) {
+ point = shadow_vec;
+ sh = 0.0 + (1.0 / 8.0);
+ } else if (abs_angle > 135.0 * PI / 180.0) {
+ point = -shadow_vec;
+ sh = 0.5 + (1.0 / 8.0);
+ } else if (angle_to_light > 0.0) {
+
+ point = vec2(shadow_vec.y, -shadow_vec.x);
+ sh = 0.25 + (1.0 / 8.0);
+ } else {
+
+ point = vec2(-shadow_vec.y, shadow_vec.x);
+ sh = 0.75 + (1.0 / 8.0);
+ }
+
+ highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
+ s.xyz /= s.w;
+ su = s.x * 0.5 + 0.5;
+ sz = s.z * 0.5 + 0.5;
+ //sz=lightlength(light_vec);
+
+ highp float shadow_attenuation = 0.0;
+
+#ifdef USE_RGBA_SHADOWS
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), 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_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
+
+#endif
+
+#ifdef SHADOW_USE_GRADIENT
+
+ /* clang-format off */
+ /* GLSL es 100 doesn't support line continuation characters(backslashes) */
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
+
+#else
+
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
+ /* clang-format on */
+
+#endif
+
+#ifdef SHADOW_FILTER_NEAREST
+
+ SHADOW_TEST(su);
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF3
+
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ shadow_attenuation /= 3.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF5
+
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ shadow_attenuation /= 5.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF7
+
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ shadow_attenuation /= 7.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF9
+
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
+ shadow_attenuation /= 9.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF13
+
+ SHADOW_TEST(su + shadowpixel_size * 6.0);
+ SHADOW_TEST(su + shadowpixel_size * 5.0);
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
+ SHADOW_TEST(su - shadowpixel_size * 5.0);
+ SHADOW_TEST(su - shadowpixel_size * 6.0);
+ shadow_attenuation /= 13.0;
+
+#endif
+
+ //color *= shadow_attenuation;
+ color = mix(real_light_shadow_color, color, shadow_attenuation);
+//use shadows
+#endif
+ }
+
+//use lighting
+#endif
+
gl_FragColor = color;
}
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index e3c8140e31..7a5ba4f571 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -1,15 +1,24 @@
/* clang-format off */
[vertex]
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute highp vec3 vertex; // attrib:0
+
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
-layout(location = 0) in highp vec3 vertex;
-
-out highp vec4 position_interp;
+varying highp vec4 position_interp;
void main() {
@@ -20,31 +29,34 @@ void main() {
/* clang-format off */
[fragment]
-in highp vec4 position_interp;
-/* clang-format on */
-
-#ifdef USE_RGBA_SHADOWS
-
-layout(location = 0) out lowp vec4 distance_buf;
-
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
#else
-
-layout(location = 0) out highp float distance_buf;
-
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
#endif
+#endif
+
+varying highp vec4 position_interp;
+/* clang-format on */
void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; //bias;
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
#ifdef USE_RGBA_SHADOWS
- 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, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- distance_buf = comp;
+ 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;
#else
- distance_buf = depth;
-
+ gl_FragColor = vec4(depth);
#endif
}
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 16bbde196d..aa967115da 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -2,11 +2,12 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
@@ -27,14 +28,23 @@ varying vec2 uv_interp;
#endif
varying vec2 uv2_interp;
+// These definitions are here because the shader-wrapper builder does
+// not understand `#elif defined()`
+#ifdef USE_DISPLAY_TRANSFORM
+#endif
+
#ifdef USE_COPY_SECTION
-uniform vec4 copy_section;
+uniform highp vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+uniform highp mat4 display_transform;
#endif
void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
+#elif defined(USE_ASYM_PANO)
+ uv_interp = vertex_attrib.xy;
#else
uv_interp = uv_in;
#endif
@@ -45,6 +55,8 @@ void main() {
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#elif defined(USE_DISPLAY_TRANSFORM)
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
#endif
}
@@ -54,12 +66,18 @@ void main() {
#define M_PI 3.14159265359
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
precision mediump float;
precision mediump int;
#endif
+#endif
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
@@ -68,12 +86,21 @@ varying vec2 uv_interp;
#endif
/* clang-format on */
+#ifdef USE_ASYM_PANO
+uniform highp mat4 pano_transform;
+uniform highp vec4 asym_proj;
+#endif
+
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
#else
uniform sampler2D source; // texunit:0
#endif
+#ifdef SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
varying vec2 uv2_interp;
#ifdef USE_MULTIPLIER
@@ -85,6 +112,7 @@ uniform float custom_alpha;
#endif
#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
+uniform highp mat4 sky_transform;
vec4 texturePanorama(sampler2D pano, vec3 normal) {
@@ -106,14 +134,50 @@ void main() {
#ifdef USE_PANORAMA
- vec4 color = texturePanorama(source, normalize(cube_interp));
+ vec3 cube_normal = normalize(cube_interp);
+ cube_normal.z = -cube_normal.z;
+ cube_normal = mat3(sky_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, cube_normal);
+
+#elif defined(USE_ASYM_PANO)
+
+ // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
+ // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
+
+ vec3 cube_normal;
+ cube_normal.z = -1.0;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
+ cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
+ cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
+#elif defined(SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = texture2D(source, uv_interp).r;
+ color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
#else
vec4 color = texture2D(source, uv_interp);
#endif
+#ifdef YCBCR_TO_RGB
+ // YCbCr -> RGB conversion
+
+ // Using BT.601, which is the standard for SDTV is provided as a reference
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.34413, 1.77200),
+ vec3(1.40200, -0.71414, 0.00000)) *
+ color.rgb;
+#endif
+
#ifdef USE_NO_ALPHA
color.a = 1.0;
#endif
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl
index 3d24c36336..769908c3b4 100644
--- a/drivers/gles2/shaders/cube_to_dp.glsl
+++ b/drivers/gles2/shaders/cube_to_dp.glsl
@@ -2,6 +2,7 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
@@ -25,12 +26,18 @@ void main() {
[fragment]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
precision mediump float;
precision mediump int;
#endif
+#endif
uniform highp samplerCube source_cube; //texunit:0
/* clang-format on */
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 2a1ad8d8f2..db3d8b3a1b 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -2,11 +2,12 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
attribute highp vec2 vertex; // attrib:0
@@ -24,21 +25,40 @@ void main() {
/* 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
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
precision mediump float;
precision mediump int;
#endif
+#endif
+
#ifdef USE_SOURCE_PANORAMA
uniform sampler2D source_panorama; //texunit:0
#else
@@ -116,7 +136,13 @@ vec3 texelCoordToVec(vec2 uv, int faceID) {
faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ vec3 result;
+ for (int i = 0; i < 6; i++) {
+ if (i == faceID) {
+ result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
+ break;
+ }
+ }
return normalize(result);
}
@@ -159,6 +185,18 @@ void main() {
vec2 uv = (uv_interp * 2.0) - 1.0;
vec3 N = texelCoordToVec(uv, face_id);
+#ifdef USE_DIRECT_WRITE
+
+#ifdef USE_SOURCE_PANORAMA
+
+ gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
+#else
+
+ gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0);
+#endif //USE_SOURCE_PANORAMA
+
+#else
+
vec4 sum = vec4(0.0);
for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
@@ -167,18 +205,21 @@ void main() {
vec3 H = ImportanceSampleGGX(xi, roughness, N);
vec3 V = N;
- vec3 L = normalize(2.0 * dot(V, H) * H - V);
+ vec3 L = (2.0 * dot(V, H) * H - V);
float NdotL = clamp(dot(N, L), 0.0, 1.0);
if (NdotL > 0.0) {
#ifdef USE_SOURCE_PANORAMA
- sum.rgb += texturePanorama(source_panorama, L).rgb * NdotL;
+ vec3 val = texturePanorama(source_panorama, L).rgb;
#else
- L.y = -L.y;
- sum.rgb += textureCubeLod(source_cube, L, 0.0).rgb * NdotL;
+ vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
#endif
+ //mix using Linear, to approximate high end back-end
+ val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
+
+ sum.rgb += val * NdotL;
sum.a += NdotL;
}
@@ -186,5 +227,9 @@ void main() {
sum /= sum.a;
+ vec3 a = vec3(0.055);
+ sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308))));
+
gl_FragColor = vec4(sum.rgb, 1.0);
+#endif
}
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index a531802c75..b28d78a6ca 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -1,11 +1,20 @@
/* clang-format off */
[vertex]
-layout(location = 0) in highp vec4 vertex_attrib;
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute vec2 vertex_attrib; // attrib:0
/* clang-format on */
-layout(location = 4) in vec2 uv_in;
+attribute vec2 uv_in; // attrib:4
-out vec2 uv_interp;
+varying vec2 uv_interp;
#ifdef USE_BLUR_SECTION
@@ -16,7 +25,7 @@ uniform vec4 blur_section;
void main() {
uv_interp = uv_in;
- gl_Position = vertex_attrib;
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
#ifdef USE_BLUR_SECTION
uv_interp = blur_section.xy + uv_interp * blur_section.zw;
@@ -27,29 +36,46 @@ void main() {
/* clang-format off */
[fragment]
-#if !defined(GLES_OVER_GL)
+// 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
+
+#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
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
precision mediump float;
+precision mediump int;
+#endif
#endif
-in vec2 uv_interp;
+varying vec2 uv_interp;
/* clang-format on */
uniform sampler2D source_color; //texunit:0
-#ifdef SSAO_MERGE
-uniform sampler2D source_ssao; //texunit:1
-#endif
-
uniform float lod;
uniform vec2 pixel_size;
-layout(location = 0) out vec4 frag_color;
-
-#ifdef SSAO_MERGE
-
-uniform vec4 ssao_color;
-
-#endif
-
#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
uniform float glow_strength;
@@ -58,6 +84,7 @@ uniform float glow_strength;
#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
+#ifdef USE_GLES_OVER_GL
#ifdef DOF_QUALITY_LOW
const int dof_kernel_size = 5;
const int dof_kernel_from = 2;
@@ -76,6 +103,7 @@ const int dof_kernel_size = 21;
const int dof_kernel_from = 10;
const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
#endif
+#endif
uniform sampler2D dof_source_depth; //texunit:1
uniform float dof_begin;
@@ -83,24 +111,11 @@ uniform float dof_end;
uniform vec2 dof_dir;
uniform float dof_radius;
-#ifdef DOF_NEAR_BLUR_MERGE
-
-uniform sampler2D source_dof_original; //texunit:2
-#endif
-
#endif
#ifdef GLOW_FIRST_PASS
-uniform float exposure;
-uniform float white;
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
-uniform highp sampler2D source_auto_exposure; //texunit:1
-uniform highp float auto_exposure_grey;
-
-#endif
+uniform highp float luminance_cap;
uniform float glow_bloom;
uniform float glow_hdr_threshold;
@@ -113,59 +128,95 @@ uniform float camera_z_near;
void main() {
-#ifdef GAUSSIAN_HORIZONTAL
+#ifdef GLOW_GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
- color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305;
- color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
- color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305;
- color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
- frag_color = color;
+ vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
+ color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
+ color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
+ color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
+ color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
+ color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
+ color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
+ color *= glow_strength;
+ gl_FragColor = color;
#endif
-#ifdef GAUSSIAN_VERTICAL
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774;
- color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477;
- color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136;
- color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477;
- color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136;
- frag_color = color;
+#ifdef GLOW_GAUSSIAN_VERTICAL
+ vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
+ color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
+ color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
+ color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
+ color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
+ color *= glow_strength;
+ gl_FragColor = color;
#endif
- //glow uses larger sigma for a more rounded blur effect
+#ifndef USE_GLES_OVER_GL
+#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
-#ifdef GLOW_GAUSSIAN_HORIZONTAL
- vec2 pix_size = pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
- color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
- color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
- color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
- color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
- color *= glow_strength;
- frag_color = color;
+#ifdef DOF_QUALITY_LOW
+ const int dof_kernel_size = 5;
+ const int dof_kernel_from = 2;
+ float dof_kernel[5];
+ dof_kernel[0] = 0.153388;
+ dof_kernel[1] = 0.221461;
+ dof_kernel[2] = 0.250301;
+ dof_kernel[3] = 0.221461;
+ dof_kernel[4] = 0.153388;
#endif
-#ifdef GLOW_GAUSSIAN_VERTICAL
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
- color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
- color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
- color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
- color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
- color *= glow_strength;
- frag_color = color;
+#ifdef DOF_QUALITY_MEDIUM
+ const int dof_kernel_size = 11;
+ const int dof_kernel_from = 5;
+ float dof_kernel[11];
+ dof_kernel[0] = 0.055037;
+ dof_kernel[1] = 0.072806;
+ dof_kernel[2] = 0.090506;
+ dof_kernel[3] = 0.105726;
+ dof_kernel[4] = 0.116061;
+ dof_kernel[5] = 0.119726;
+ dof_kernel[6] = 0.116061;
+ dof_kernel[7] = 0.105726;
+ dof_kernel[8] = 0.090506;
+ dof_kernel[9] = 0.072806;
+ dof_kernel[10] = 0.055037;
#endif
+#ifdef DOF_QUALITY_HIGH
+ const int dof_kernel_size = 21;
+ const int dof_kernel_from = 10;
+ float dof_kernel[21];
+ dof_kernel[0] = 0.028174;
+ dof_kernel[1] = 0.032676;
+ dof_kernel[2] = 0.037311;
+ dof_kernel[3] = 0.041944;
+ dof_kernel[4] = 0.046421;
+ dof_kernel[5] = 0.050582;
+ dof_kernel[6] = 0.054261;
+ dof_kernel[7] = 0.057307;
+ dof_kernel[8] = 0.059587;
+ dof_kernel[9] = 0.060998;
+ dof_kernel[10] = 0.061476;
+ dof_kernel[11] = 0.060998;
+ dof_kernel[12] = 0.059587;
+ dof_kernel[13] = 0.057307;
+ dof_kernel[14] = 0.054261;
+ dof_kernel[15] = 0.050582;
+ dof_kernel[16] = 0.046421;
+ dof_kernel[17] = 0.041944;
+ dof_kernel[18] = 0.037311;
+ dof_kernel[19] = 0.032676;
+ dof_kernel[20] = 0.028174;
+#endif
+#endif
+#endif //!USE_GLES_OVER_GL
+
#ifdef DOF_FAR_BLUR
vec4 color_accum = vec4(0.0);
- float depth = textureLod(dof_source_depth, uv_interp, 0.0).r;
+ float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
@@ -183,17 +234,17 @@ void main() {
float tap_k = dof_kernel[i];
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
#endif
- float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
+ float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
- vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
+ vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
k_accum += tap_k * tap_amount;
color_accum += tap_color * tap_amount;
@@ -203,7 +254,7 @@ void main() {
color_accum /= k_accum;
}
- frag_color = color_accum; ///k_accum;
+ gl_FragColor = color_accum; ///k_accum;
#endif
@@ -211,19 +262,19 @@ void main() {
vec4 color_accum = vec4(0.0);
- float max_accum = 0;
+ float max_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
- float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
+ float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));
float tap_k = dof_kernel[i];
- vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
+ vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
@@ -246,46 +297,16 @@ void main() {
color_accum.a = max(color_accum.a, sqrt(max_accum));
-#ifdef DOF_NEAR_BLUR_MERGE
-
- vec4 original = textureLod(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
-
-#endif
-
-#ifndef DOF_NEAR_FIRST_TAP
- //color_accum=vec4(vec3(color_accum.a),1.0);
-#endif
- frag_color = color_accum;
+ gl_FragColor = color_accum;
#endif
#ifdef GLOW_FIRST_PASS
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
-#endif
- frag_color *= exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b));
float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
- frag_color *= feedback;
-
-#endif
-
-#ifdef SIMPLE_COPY
- vec4 color = textureLod(source_color, uv_interp, 0.0);
- frag_color = color;
-#endif
-
-#ifdef SSAO_MERGE
-
- vec4 color = textureLod(source_color, uv_interp, 0.0);
- float ssao = textureLod(source_ssao, uv_interp, 0.0).r;
-
- frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
+ gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
#endif
}
diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..f4ff80ba9a
--- /dev/null
+++ b/drivers/gles2/shaders/lens_distorted.glsl
@@ -0,0 +1,85 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute highp vec2 vertex; // attrib:0
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+varying vec2 uv_interp;
+
+void main() {
+
+ uv_interp = vertex.xy * 2.0 - 1.0;
+
+ vec2 v = vertex.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+varying vec2 uv_interp;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ gl_FragColor = texture2D(source, coords);
+ }
+}
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
}
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
index 6bc81a22d8..9c74418743 100644
--- a/drivers/gles2/shaders/stdlib.glsl
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -35,3 +35,386 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
+
+#if defined(SINH_USED)
+
+highp float sinh(highp float x) {
+ return 0.5 * (exp(x) - exp(-x));
+}
+
+highp vec2 sinh(highp vec2 x) {
+ return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
+}
+
+highp vec3 sinh(highp vec3 x) {
+ return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
+}
+
+highp vec4 sinh(highp vec4 x) {
+ return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
+}
+
+#endif
+
+#if defined(COSH_USED)
+
+highp float cosh(highp float x) {
+ return 0.5 * (exp(x) + exp(-x));
+}
+
+highp vec2 cosh(highp vec2 x) {
+ return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
+}
+
+highp vec3 cosh(highp vec3 x) {
+ return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
+}
+
+highp vec4 cosh(highp vec4 x) {
+ return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
+}
+
+#endif
+
+#if defined(TANH_USED)
+
+highp float tanh(highp float x) {
+ highp float exp2x = exp(2.0 * x);
+ return (exp2x - 1.0) / (exp2x + 1.0);
+}
+
+highp vec2 tanh(highp vec2 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
+}
+
+highp vec3 tanh(highp vec3 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ highp float exp2z = exp(2.0 * x.z);
+ return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
+}
+
+highp vec4 tanh(highp vec4 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ highp float exp2z = exp(2.0 * x.z);
+ highp float exp2w = exp(2.0 * x.w);
+ return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
+}
+
+#endif
+
+#if defined(ASINH_USED)
+
+highp float asinh(highp float x) {
+ return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
+}
+
+highp vec2 asinh(highp vec2 x) {
+ return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
+}
+
+highp vec3 asinh(highp vec3 x) {
+ return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
+}
+
+highp vec4 asinh(highp vec4 x) {
+ return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
+}
+
+#endif
+
+#if defined(ACOSH_USED)
+
+highp float acosh(highp float x) {
+ return log(x + sqrt(x * x - 1.0));
+}
+
+highp vec2 acosh(highp vec2 x) {
+ return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
+}
+
+highp vec3 acosh(highp vec3 x) {
+ return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
+}
+
+highp vec4 acosh(highp vec4 x) {
+ return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
+}
+
+#endif
+
+#if defined(ATANH_USED)
+
+highp float atanh(highp float x) {
+ return 0.5 * log((1.0 + x) / (1.0 - x));
+}
+
+highp vec2 atanh(highp vec2 x) {
+ return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
+}
+
+highp vec3 atanh(highp vec3 x) {
+ return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
+}
+
+highp vec4 atanh(highp vec4 x) {
+ return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
+}
+
+#endif
+
+#if defined(ROUND_USED)
+
+highp float round(highp float x) {
+ return floor(x + 0.5);
+}
+
+highp vec2 round(highp vec2 x) {
+ return floor(x + vec2(0.5));
+}
+
+highp vec3 round(highp vec3 x) {
+ return floor(x + vec3(0.5));
+}
+
+highp vec4 round(highp vec4 x) {
+ return floor(x + vec4(0.5));
+}
+
+#endif
+
+#if defined(ROUND_EVEN_USED)
+
+highp float roundEven(highp float x) {
+ highp float t = x + 0.5;
+ highp float f = floor(t);
+ highp float r;
+ if (t == f) {
+ if (x > 0)
+ r = f - mod(f, 2);
+ else
+ r = f + mod(f, 2);
+ } else
+ r = f;
+ return r;
+}
+
+highp vec2 roundEven(highp vec2 x) {
+ return vec2(roundEven(x.x), roundEven(x.y));
+}
+
+highp vec3 roundEven(highp vec3 x) {
+ return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
+}
+
+highp vec4 roundEven(highp vec4 x) {
+ return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
+}
+
+#endif
+
+#if defined(IS_INF_USED)
+
+bool isinf(highp float x) {
+ return (2 * x == x) && (x != 0);
+}
+
+bvec2 isinf(highp vec2 x) {
+ return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
+}
+
+bvec3 isinf(highp vec3 x) {
+ return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
+}
+
+bvec4 isinf(highp vec4 x) {
+ return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
+}
+
+#endif
+
+#if defined(IS_NAN_USED)
+
+bool isnan(highp float x) {
+ return x != x;
+}
+
+bvec2 isnan(highp vec2 x) {
+ return bvec2(x.x != x.x, x.y != x.y);
+}
+
+bvec3 isnan(highp vec3 x) {
+ return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
+}
+
+bvec4 isnan(highp vec4 x) {
+ return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
+}
+
+#endif
+
+#if defined(TRUNC_USED)
+
+highp float trunc(highp float x) {
+ return x < 0 ? -floor(-x) : floor(x);
+}
+
+highp vec2 trunc(highp vec2 x) {
+ return vec2(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y));
+}
+
+highp vec3 trunc(highp vec3 x) {
+ return vec3(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z));
+}
+
+highp vec4 trunc(highp vec4 x) {
+ return vec4(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z), x.w < 0 ? -floor(-x.w) : floor(x.w));
+}
+
+#endif
+
+#if defined(DETERMINANT_USED)
+
+highp float determinant(highp mat2 m) {
+ return m[0].x * m[1].y - m[1].x * m[0].y;
+}
+
+highp float determinant(highp mat3 m) {
+ return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
+}
+
+highp float determinant(highp mat4 m) {
+ highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
+ highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
+ highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
+ highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
+ highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
+ highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
+ return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
+}
+
+#endif
+
+#if defined(INVERSE_USED)
+
+highp mat2 inverse(highp mat2 m) {
+ highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
+ return mat2(
+ vec2(m[1].y * d, -m[0].y * d),
+ vec2(-m[1].x * d, m[0].x * d));
+}
+
+highp mat3 inverse(highp mat3 m) {
+ highp float d = 1.0 / (m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z));
+ return mat3(
+ vec3((m[1].y * m[2].z - m[2].y * m[1].z), -(m[1].x * m[2].z - m[2].x * m[1].z), (m[1].x * m[2].y - m[2].x * m[1].y)) * d,
+ vec3(-(m[0].y * m[2].z - m[2].y * m[0].z), (m[0].x * m[2].z - m[2].x * m[0].z), -(m[0].x * m[2].y - m[2].x * m[0].y)) * d,
+ vec3((m[0].y * m[1].z - m[1].y * m[0].z), -(m[0].x * m[1].z - m[1].x * m[0].z), (m[0].x * m[1].y - m[1].x * m[0].y)) * d);
+}
+
+highp mat4 inverse(highp mat4 m) {
+ highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
+ highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
+
+ highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
+ highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
+ highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
+
+ highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
+ highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
+ highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
+
+ highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
+ highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
+ highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
+
+ highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
+ highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
+ highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
+
+ highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
+ highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
+ highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
+
+ vec4 f0 = vec4(c00, c00, c02, c03);
+ vec4 f1 = vec4(c04, c04, c06, c07);
+ vec4 f2 = vec4(c08, c08, c10, c11);
+ vec4 f3 = vec4(c12, c12, c14, c15);
+ vec4 f4 = vec4(c16, c16, c18, c19);
+ vec4 f5 = vec4(c20, c20, c22, c23);
+
+ vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
+ vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
+ vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
+ vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
+
+ vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
+ vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
+ vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
+ vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
+
+ vec4 sa = vec4(+1, -1, +1, -1);
+ vec4 sb = vec4(-1, +1, -1, +1);
+
+ mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
+
+ vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
+ vec4 d0 = vec4(m[0] * r0);
+
+ highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
+ highp float d = 1.0 / d1;
+
+ return inv * d;
+}
+
+#endif
+
+#ifndef USE_GLES_OVER_GL
+
+#if defined(TRANSPOSE_USED)
+
+highp mat2 transpose(highp mat2 m) {
+ return mat2(
+ vec2(m[0].x, m[1].x),
+ vec2(m[0].y, m[1].y));
+}
+
+highp mat3 transpose(highp mat3 m) {
+ return mat3(
+ vec3(m[0].x, m[1].x, m[2].x),
+ vec3(m[0].y, m[1].y, m[2].y),
+ vec3(m[0].z, m[1].z, m[2].z));
+}
+
+#endif
+
+highp mat4 transpose(highp mat4 m) {
+ return mat4(
+ vec4(m[0].x, m[1].x, m[2].x, m[3].x),
+ vec4(m[0].y, m[1].y, m[2].y, m[3].y),
+ vec4(m[0].z, m[1].z, m[2].z, m[3].z),
+ vec4(m[0].w, m[1].w, m[2].w, m[3].w));
+}
+
+#if defined(OUTER_PRODUCT_USED)
+
+highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
+ return mat2(c * r.x, c * r.y);
+}
+
+highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
+ return mat3(c * r.x, c * r.y, c * r.z);
+}
+
+highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
+ return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
+}
+
+#endif
+
+#endif
diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl
index eae3b5a1ca..585d821626 100644
--- a/drivers/gles2/shaders/tonemap.glsl
+++ b/drivers/gles2/shaders/tonemap.glsl
@@ -1,66 +1,103 @@
/* clang-format off */
[vertex]
-layout(location = 0) in highp vec4 vertex_attrib;
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute vec2 vertex_attrib; // attrib:0
/* clang-format on */
-layout(location = 4) in vec2 uv_in;
+attribute vec2 uv_in; // attrib:4
-out vec2 uv_interp;
+varying vec2 uv_interp;
void main() {
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
- gl_Position = vertex_attrib;
uv_interp = uv_in;
-#ifdef V_FLIP
- uv_interp.y = 1.0 - uv_interp.y;
-#endif
}
/* clang-format off */
[fragment]
-#if !defined(GLES_OVER_GL)
-precision mediump float;
+
+// 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
-in vec2 uv_interp;
-/* clang-format on */
+#ifdef GL_ARB_shader_texture_lod
+#extension GL_ARB_shader_texture_lod : enable
+#endif
-uniform highp sampler2D source; //texunit:0
+#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
-uniform float exposure;
-uniform float white;
+// Allows the use of bitshift operators for bicubic upscale
+#ifdef GL_EXT_gpu_shader4
+#extension GL_EXT_gpu_shader4 : enable
+#endif
-#ifdef USE_AUTO_EXPOSURE
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
-uniform highp sampler2D source_auto_exposure; //texunit:1
-uniform highp float auto_exposure_grey;
+#include "stdlib.glsl"
-#endif
+varying vec2 uv_interp;
+/* clang-format on */
-#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
+uniform highp sampler2D source; //texunit:0
-uniform highp sampler2D source_glow; //texunit:2
+#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
+#define USING_GLOW // only use glow when at least one glow level is selected
+
+#ifdef USE_MULTI_TEXTURE_GLOW
+uniform highp sampler2D source_glow1; //texunit:1
+uniform highp sampler2D source_glow2; //texunit:2
+uniform highp sampler2D source_glow3; //texunit:3
+uniform highp sampler2D source_glow4; //texunit:4
+uniform highp sampler2D source_glow5; //texunit:5
+uniform highp sampler2D source_glow6; //texunit:6
+uniform highp sampler2D source_glow7; //texunit:7
+#else
+uniform highp sampler2D source_glow; //texunit:1
+#endif
uniform highp float glow_intensity;
-
#endif
#ifdef USE_BCS
-
uniform vec3 bcs;
-
#endif
#ifdef USE_COLOR_CORRECTION
-
-uniform sampler2D color_correction; //texunit:3
-
+uniform sampler2D color_correction; //texunit:2
#endif
-layout(location = 0) out vec4 frag_color;
-
+#ifdef GL_EXT_gpu_shader4
#ifdef USE_GLOW_FILTER_BICUBIC
-
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
float w0(float a) {
return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
@@ -101,8 +138,10 @@ uniform ivec2 glow_texture_size;
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(glow_texture_size >> p_lod);
- vec2 pixel_size = 1.0 / tex_size;
- uv = uv * tex_size + 0.5;
+ vec2 pixel_size = vec2(1.0) / tex_size;
+
+ uv = uv * tex_size + vec2(0.5);
+
vec2 iuv = floor(uv);
vec2 fuv = fract(uv);
@@ -113,73 +152,97 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
- vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size;
- vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size;
- vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size;
- vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size;
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * pixel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * pixel_size;
- return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#else //!USE_GLOW_FILTER_BICUBIC
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
+#endif //USE_GLOW_FILTER_BICUBIC
-#else
+#else //!GL_EXT_gpu_shader4
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
+#endif //GL_EXT_gpu_shader4
-#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
+#ifdef USE_GLOW_REPLACE
+ color = glow;
+#endif
+#ifdef USE_GLOW_SCREEN
+ color = max((color + glow) - (color * glow), vec3(0.0));
#endif
-vec3 tonemap_filmic(vec3 color, float white) {
+#ifdef USE_GLOW_SOFTLIGHT
+ glow = glow * vec3(0.5) + vec3(0.5);
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float E = 0.02;
- float F = 0.30;
- float W = 11.2;
+ color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
+ color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
+ color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
+#endif
- vec3 coltn = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
- float whitetn = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
+#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
+ color += glow;
+#endif
- return coltn / whitetn;
+ return color;
}
-vec3 tonemap_aces(vec3 color) {
- float a = 2.51f;
- float b = 0.03f;
- float c = 2.43f;
- float d = 0.59f;
- float e = 0.14f;
- return color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3(0.0), vec3(1.0));
+vec3 apply_bcs(vec3 color, vec3 bcs) {
+ color = mix(vec3(0.0), color, bcs.x);
+ color = mix(vec3(0.5), color, bcs.y);
+ color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
+
+ return color;
}
-vec3 tonemap_reindhart(vec3 color, float white) {
+vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
+ color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r;
+ color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g;
+ color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b;
- return (color * (1.0 + (color / (white)))) / (1.0 + color);
+ return color;
}
void main() {
+ vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
- vec4 color = textureLod(source, uv_interp, 0.0);
+ // Glow
-#ifdef USE_AUTO_EXPOSURE
-
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
+#ifdef USING_GLOW
+ vec3 glow = vec3(0.0);
+#ifdef USE_MULTI_TEXTURE_GLOW
+#ifdef USE_GLOW_LEVEL1
+ glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL2
+ glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL3
+ glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL4
+ glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL5
+ glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL6
+ glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL7
+ glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
+#endif
+#endif
+#endif
+#endif
+#endif
#endif
-
- color *= exposure;
-
-#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
-#define USING_GLOW
#endif
-#if defined(USING_GLOW)
- vec3 glow = vec3(0.0);
+#else
#ifdef USE_GLOW_LEVEL1
-
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
#endif
@@ -206,100 +269,21 @@ void main() {
#ifdef USE_GLOW_LEVEL7
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
#endif
+#endif //USE_MULTI_TEXTURE_GLOW
glow *= glow_intensity;
-
-#endif
-
-#ifdef USE_REINDHART_TONEMAPPER
-
- color.rgb = tonemap_reindhart(color.rgb, white);
-
-#if defined(USING_GLOW)
- glow = tonemap_reindhart(glow, white);
-#endif
-
+ color = apply_glow(color, glow);
#endif
-#ifdef USE_FILMIC_TONEMAPPER
-
- color.rgb = tonemap_filmic(color.rgb, white);
-
-#if defined(USING_GLOW)
- glow = tonemap_filmic(glow, white);
-#endif
-
-#endif
-
-#ifdef USE_ACES_TONEMAPPER
-
- color.rgb = tonemap_aces(color.rgb);
-
-#if defined(USING_GLOW)
- glow = tonemap_aces(glow);
-#endif
-
-#endif
-
- //regular Linear -> SRGB conversion
- vec3 a = vec3(0.055);
- color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
-
-#if defined(USING_GLOW)
- glow = mix((vec3(1.0) + a) * pow(glow, vec3(1.0 / 2.4)) - a, 12.92 * glow, lessThan(glow, vec3(0.0031308)));
-#endif
-
- //glow needs to be added in SRGB space (together with image space effects)
-
- color.rgb = clamp(color.rgb, 0.0, 1.0);
-
-#if defined(USING_GLOW)
- glow = clamp(glow, 0.0, 1.0);
-#endif
-
-#ifdef USE_GLOW_REPLACE
-
- color.rgb = glow;
-
-#endif
-
-#ifdef USE_GLOW_SCREEN
-
- color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
-
-#endif
-
-#ifdef USE_GLOW_SOFTLIGHT
-
- {
-
- glow = (glow * 0.5) + 0.5;
- color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
- color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
- color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
- }
-
-#endif
-
-#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
- //additive
- color.rgb += glow;
-#endif
+ // Additional effects
#ifdef USE_BCS
-
- color.rgb = mix(vec3(0.0), color.rgb, bcs.x);
- color.rgb = mix(vec3(0.5), color.rgb, bcs.y);
- color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z);
-
+ color = apply_bcs(color, bcs);
#endif
#ifdef USE_COLOR_CORRECTION
-
- color.r = texture(color_correction, vec2(color.r, 0.0)).r;
- color.g = texture(color_correction, vec2(color.g, 0.0)).g;
- color.b = texture(color_correction, vec2(color.b, 0.0)).b;
+ color = apply_color_correction(color, color_correction);
#endif
- frag_color = vec4(color.rgb, 1.0);
+ gl_FragColor = vec4(color, 1.0);
}