diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 87 |
1 files changed, 43 insertions, 44 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ed8df04377..dee8bcbc58 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -91,6 +91,7 @@ layout(std140) uniform SceneData { //ubo:0 mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; mediump float ambient_occlusion_affect_ao_channel; + mediump float opaque_prepass_threshold; bool fog_depth_enabled; highp float fog_depth_begin; @@ -338,7 +339,7 @@ void main() { #endif #endif - float roughness=0.0; + float roughness = 1.0; //defines that make writing custom shaders easier #define projection_matrix local_projection @@ -571,11 +572,6 @@ in vec3 normal_interp; /* PBR CHANNELS */ -//used on forward mainly -uniform bool no_ambient_light; - - - #ifdef USE_RADIANCE_MAP @@ -684,6 +680,7 @@ layout(std140) uniform SceneData { mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; mediump float ambient_occlusion_affect_ao_channel; + mediump float opaque_prepass_threshold; bool fog_depth_enabled; highp float fog_depth_begin; @@ -1031,12 +1028,11 @@ LIGHT_SHADER_CODE diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif -#if defined(TRANSMISSION_USED) - diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; -#else diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; -#endif +#if defined(TRANSMISSION_USED) + diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; +#endif #if defined(LIGHT_USE_RIM) @@ -1612,18 +1608,18 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; - vec3 albedo = vec3(0.8,0.8,0.8); + vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; - vec3 emission = vec3(0.0,0.0,0.0); + vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; - float clearcoat=0.0; - float clearcoat_gloss=0.0; - float anisotropy = 1.0; - vec2 anisotropy_flow = vec2(1.0,0.0); + float clearcoat = 0.0; + float clearcoat_gloss = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); #if defined(ENABLE_AO) float ao=1.0; @@ -1633,7 +1629,7 @@ void main() { float alpha = 1.0; #if defined(DO_SIDE_CHECK) - float side=float(gl_FrontFacing)*2.0-1.0; + float side=gl_FrontFacing ? 1.0 : -1.0; #else float side=1.0; #endif @@ -1695,9 +1691,10 @@ FRAGMENT_SHADER_CODE #ifdef USE_OPAQUE_PREPASS - if (alpha<0.99) { + if (alpha<opaque_prepass_threshold) { discard; } + #endif #if defined(ENABLE_NORMALMAP) @@ -1752,42 +1749,43 @@ FRAGMENT_SHADER_CODE #ifdef USE_RADIANCE_MAP - if (no_ambient_light) { - ambient_light=vec3(0.0,0.0,0.0); - } else { - { - - { //read radiance from dual paraboloid +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + { - vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); - ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); - vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; - env_reflection_light = radiance; + { //read radiance from dual paraboloid - } - //no longer a cubemap - //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); + ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); + vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; + env_reflection_light = radiance; } + //no longer a cubemap + //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + + } #ifndef USE_LIGHTMAP - { + { - vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; + vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; - ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); - //ambient_light=vec3(0.0,0.0,0.0); - } -#endif + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + //ambient_light=vec3(0.0,0.0,0.0); } +#endif +#endif //AMBIENT_LIGHT_DISABLED #else - if (no_ambient_light){ - ambient_light=vec3(0.0,0.0,0.0); - } else { - ambient_light=ambient_light_color.rgb; - } +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + ambient_light=ambient_light_color.rgb; +#endif //AMBIENT_LIGHT_DISABLED + #endif ambient_light*=ambient_energy; @@ -2142,6 +2140,8 @@ FRAGMENT_SHADER_CODE #else + + //approximate ambient scale for SSAO, since we will lack full ambient float max_emission=max(emission.r,max(emission.g,emission.b)); float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); @@ -2173,7 +2173,6 @@ FRAGMENT_SHADER_CODE frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha); #endif //SHADELESS - #endif //USE_MULTIPLE_RENDER_TARGETS |