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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl152
1 files changed, 100 insertions, 52 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index c7fdd6ebd8..52ff70f746 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -16,6 +16,7 @@ DISABLE_LIGHT_OMNI = false
DISABLE_LIGHT_SPOT = false
DISABLE_FOG = false
USE_RADIANCE_MAP = true
+USE_MULTIVIEW = false
#[vertex]
@@ -101,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
#ifdef USE_INSTANCING
@@ -128,7 +129,7 @@ layout(std140) uniform SceneData { // ubo:2
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
- float pad2;
+ float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
@@ -141,7 +142,7 @@ layout(std140) uniform SceneData { // ubo:2
uint directional_light_count;
float z_far;
float z_near;
- float pad;
+ float IBL_exposure_normalization;
bool fog_enabled;
float fog_density;
@@ -150,9 +151,22 @@ layout(std140) uniform SceneData { // ubo:2
vec3 fog_light_color;
float fog_sun_scatter;
+ uint camera_visible_layers;
+ uint pad3;
+ uint pad4;
+ uint pad5;
}
scene_data;
+#ifdef USE_MULTIVIEW
+layout(std140) uniform MultiviewData { // ubo:8
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
+}
+multiview_data;
+#endif
+
uniform highp mat4 world_transform;
#ifdef USE_LIGHTMAP
@@ -187,7 +201,7 @@ out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -250,8 +264,14 @@ void main() {
#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
- highp mat4 projection_matrix = scene_data.projection_matrix;
- highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+
+#ifdef USE_MULTIVIEW
+ mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
+#else
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+#endif //USE_MULTIVIEW
#ifdef USE_INSTANCING
vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
@@ -339,7 +359,6 @@ void main() {
/* clang-format off */
#[fragment]
-
// Default to SPECULAR_SCHLICK_GGX.
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
@@ -351,7 +370,9 @@ void main() {
#endif
#endif
+#ifndef MODE_RENDER_DEPTH
#include "tonemap_inc.glsl"
+#endif
#include "stdlib_inc.glsl"
/* texture unit usage, N is max_texture_unity-N
@@ -413,7 +434,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
/* Material Uniforms */
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -438,7 +459,7 @@ layout(std140) uniform SceneData { // ubo:2
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
- float pad2;
+ float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
@@ -451,7 +472,7 @@ layout(std140) uniform SceneData { // ubo:2
uint directional_light_count;
float z_far;
float z_near;
- float pad;
+ float IBL_exposure_normalization;
bool fog_enabled;
float fog_density;
@@ -460,17 +481,29 @@ layout(std140) uniform SceneData { // ubo:2
vec3 fog_light_color;
float fog_sun_scatter;
+ uint camera_visible_layers;
+ uint pad3;
+ uint pad4;
+ uint pad5;
}
scene_data;
+#ifdef USE_MULTIVIEW
+layout(std140) uniform MultiviewData { // ubo:8
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
+}
+multiview_data;
+#endif
+
/* clang-format off */
#GLOBALS
/* clang-format on */
-//directional light data
-
+// Directional light data.
#ifndef DISABLE_LIGHT_DIRECTIONAL
struct DirectionalLightData {
@@ -486,11 +519,12 @@ layout(std140) uniform DirectionalLights { // ubo:7
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
};
-#endif
+#endif // !DISABLE_LIGHT_DIRECTIONAL
+
+// Omni and spot light data.
+#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
-// omni and spot
-#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
-struct LightData { //this structure needs to be as packed as possible
+struct LightData { // This structure needs to be as packed as possible.
highp vec3 position;
highp float inv_radius;
@@ -505,33 +539,36 @@ struct LightData { //this structure needs to be as packed as possible
mediump float specular_amount;
mediump float shadow_opacity;
};
+
#ifndef DISABLE_LIGHT_OMNI
layout(std140) uniform OmniLightData { // ubo:5
-
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
+uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
-
layout(std140) uniform SpotLightData { // ubo:6
-
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
+uniform uint spot_light_count;
#endif
#ifdef USE_ADDITIVE_LIGHTING
uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#endif
-#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
+#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
-uniform highp sampler2D screen_texture; // texunit:-5
+#ifdef USE_MULTIVIEW
+uniform highp sampler2DArray depth_buffer; // texunit:-6
+uniform highp sampler2DArray color_buffer; // texunit:-5
+#else
uniform highp sampler2D depth_buffer; // texunit:-6
+uniform highp sampler2D color_buffer; // texunit:-5
+#endif
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
@@ -546,6 +583,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
}
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
+
float D_GGX(float cos_theta_m, float alpha) {
float a = cos_theta_m * alpha;
float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
@@ -602,7 +640,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
/* clang-format off */
-
#CODE : LIGHT
/* clang-format on */
@@ -629,14 +666,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // Energy conserving lambert wrap shader.
+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
-
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
-
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)
-
{
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
@@ -644,7 +679,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
}
#else
- // lambert
+ // Lambert
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
@@ -655,7 +690,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
}
@@ -680,7 +716,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// shlick+ggx as default
float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
-
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
@@ -688,7 +723,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, 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 // LIGHT_ANISOTROPY_USED
+#else
float D = D_GGX(cNdotH, alpha_ggx);
float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif // LIGHT_ANISOTROPY_USED
@@ -728,10 +763,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
-#endif //defined(LIGHT_CODE_USED)
+#endif // LIGHT_CODE_USED
}
-float get_omni_attenuation(float distance, float inv_range, float decay) {
+float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
@@ -740,6 +775,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
return nd * pow(max(distance, 0.0001), -decay);
}
+#ifndef DISABLE_LIGHT_OMNI
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -756,7 +792,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights[idx].position - vertex;
float light_length = length(light_rel_vec);
- float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
+ float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
vec3 color = omni_lights[idx].color;
float size_A = 0.0;
@@ -781,7 +817,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
diffuse_light,
specular_light);
}
+#endif // !DISABLE_LIGHT_OMNI
+#ifndef DISABLE_LIGHT_SPOT
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -800,7 +838,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
vec3 light_rel_vec = spot_lights[idx].position - vertex;
float light_length = length(light_rel_vec);
- float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
+ float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
vec3 spot_dir = spot_lights[idx].direction;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
@@ -829,7 +867,9 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
#endif
diffuse_light, specular_light);
}
-#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
+#endif // !DISABLE_LIGHT_SPOT
+
+#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
#ifndef MODE_RENDER_DEPTH
vec4 fog_process(vec3 vertex) {
@@ -883,7 +923,12 @@ vec4 fog_process(vec3 vertex) {
void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
+ highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1022,15 +1067,11 @@ void main() {
fog = fog_process(vertex);
}
#endif // !DISABLE_FOG
-#endif //!CUSTOM_FOG_USED
+#endif // !CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
uint fog_ba = packHalf2x16(fog.ba);
-#endif //!MODE_RENDER_DEPTH
-
-#ifndef MODE_RENDER_DEPTH
-
// Convert colors to linear
albedo = srgb_to_linear(albedo);
emission = srgb_to_linear(emission);
@@ -1063,7 +1104,7 @@ void main() {
ref_vec = mix(ref_vec, normal, roughness * roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
+ specular_light = textureLod(radiance_map, ref_vec, sqrt(roughness) * RADIANCE_MAX_LOD).rgb;
specular_light = srgb_to_linear(specular_light);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
@@ -1095,9 +1136,15 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
@@ -1119,7 +1166,7 @@ void main() {
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;
- specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
#endif
}
@@ -1145,10 +1192,10 @@ void main() {
diffuse_light,
specular_light);
}
-#endif //!DISABLE_LIGHT_DIRECTIONAL
+#endif // !DISABLE_LIGHT_DIRECTIONAL
#ifndef DISABLE_LIGHT_OMNI
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= omni_light_count) {
break;
}
@@ -1171,7 +1218,7 @@ void main() {
#endif // !DISABLE_LIGHT_OMNI
#ifndef DISABLE_LIGHT_SPOT
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= spot_light_count) {
break;
}
@@ -1192,9 +1239,10 @@ void main() {
#endif
diffuse_light, specular_light);
}
-
#endif // !DISABLE_LIGHT_SPOT
+
#endif // !MODE_UNSHADED
+
#endif // !MODE_RENDER_DEPTH
#if defined(USE_SHADOW_TO_OPACITY)