diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 29 |
1 files changed, 16 insertions, 13 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index b6fb69a2aa..41d5ef5bc9 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1,5 +1,6 @@ [vertex] +#define M_PI 3.14159265359 /* from VisualServer: @@ -166,7 +167,7 @@ out vec4 specular_light_interp; void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) { float dotNL = max(dot(N,L), 0.0 ); - diffuse += dotNL * light_color; + diffuse += dotNL * light_color / M_PI; if (roughness > 0.0) { @@ -589,7 +590,7 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); // we need to lie the derivatives (normg) and assume that DP side is always the same - // to get proper texure filtering + // to get proper texture filtering vec2 normg=norm.xy; if (norm.z>0.0) { norm.y=0.5-norm.y+0.5; @@ -920,6 +921,7 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_OREN_NAYAR) { + // see http://mimosa-pudica.net/improved-oren-nayar.html float LdotV = dot(L, V); float NdotL = dot(L, N); float NdotV = dot(N, V); @@ -928,10 +930,10 @@ LIGHT_SHADER_CODE float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); float sigma2 = roughness * roughness; - vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33)); + vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); float B = 0.45 * sigma2 / (sigma2 + 0.09); - light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; + light_amount = dotNL * (A + vec3(B) * s / t) / M_PI; } #elif defined(DIFFUSE_TOON) @@ -951,7 +953,7 @@ LIGHT_SHADER_CODE float FD90 = 0.5 + 2.0 * LoH * LoH * roughness; float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV); float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL); - light_amount = ( (1.0 / M_PI) * FdV * FdL ); + light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL; /* float energyBias = mix(roughness, 0.0, 0.5); float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); @@ -964,11 +966,11 @@ LIGHT_SHADER_CODE } #else //lambert - light_amount = dotNL; + light_amount = dotNL / M_PI; #endif #if defined(TRANSMISSION_USED) - diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission) * attenuation; + diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation; #else diffuse += light_color * diffuse_color * light_amount * attenuation; #endif @@ -1943,18 +1945,19 @@ FRAGMENT_SHADER_CODE //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; #else - //brdf approximation (Lazarov 2013) - float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); - vec3 dielectric = vec3(0.034) * specular * 2.0; //energy conservation - vec3 f0 = mix(dielectric, albedo, metallic); + vec3 dielectric = vec3(0.034) * specular * 2.0; + vec3 specular_color = mix(dielectric, albedo, metallic); + // Environment brdf approximation (Lazarov 2013) + // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile 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_vec),0.0,1.0); float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; - vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw; + vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; - specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0; + specular_light *= AB.x * specular_color + AB.y; #endif } |