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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl105
1 files changed, 70 insertions, 35 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ef4925895c..5f83033293 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -484,7 +484,7 @@ VERTEX_SHADER_CODE
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
- light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),normal_interp,roughness,directional_diffuse,directional_specular);
+ light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));
@@ -887,7 +887,7 @@ float GTR1(float NdotH, float a)
-void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
+void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
@@ -900,10 +900,16 @@ LIGHT_SHADER_CODE
float dotNL = max(dot(N,L), 0.0 );
-#if defined(DIFFUSE_HALF_LAMBERT)
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 light_amount;
+#else
+ float light_amount;
+#endif
+
- float hl = dot(N,L) * 0.5 + 0.5;
- diffuse += hl * light_color * diffuse_color;
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ //energy conserving lambert wrap shader
+ light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
#elif defined(DIFFUSE_OREN_NAYAR)
@@ -919,31 +925,46 @@ LIGHT_SHADER_CODE
vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
float B = 0.45 * sigma2 / (sigma2 + 0.09);
- diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
+ light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
}
#elif defined(DIFFUSE_TOON)
- diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color;
+ light_amount = smoothstep(-roughness,max(roughness,0.01),dot(N,L));
#elif defined(DIFFUSE_BURLEY)
{
- float NdotL = dot(L, N);
- float NdotV = dot(N, V);
- float VdotH = dot(N, normalize(L+V));
+
+
+ vec3 H = normalize(V + L);
+ float NoL = max(0.0,dot(N, L));
+ float VoH = max(0.0,dot(L, H));
+ float NoV = max(0.0,dot(N, V));
+
+ float FD90 = 0.5 + 2.0 * VoH * VoH * roughness;
+ float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 );
+ float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 );
+ light_amount = ( (1.0 / M_PI) * FdV * FdL );
+/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness;
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0);
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NoL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NoV, 5.0);
- diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor;
+ light_amount = lightScatter * viewScatter * energyFactor;*/
}
#else
//lambert
- diffuse += dotNL * light_color * diffuse_color;
+ light_amount = dotNL;
+#endif
+
+#if defined(TRANSMISSION_USED)
+ diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission);
+#else
+ diffuse += light_color * diffuse_color * light_amount;
#endif
@@ -1116,7 +1137,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -1170,11 +1191,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -1204,7 +1225,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1499,6 +1520,7 @@ 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 transmission = vec3(0.0);
float metallic = 0.0;
float specular = 0.5;
vec3 emission = vec3(0.0,0.0,0.0);
@@ -1577,6 +1599,12 @@ FRAGMENT_SHADER_CODE
}
#endif
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha<0.99) {
+ discard;
+ }
+#endif
#if defined(ENABLE_NORMALMAP)
@@ -1678,9 +1706,16 @@ FRAGMENT_SHADER_CODE
vec3 light_attenuation=vec3(1.0);
+ float depth_z = -vertex.z;
#ifdef LIGHT_DIRECTIONAL_SHADOW
- if (gl_FragCoord.w > shadow_split_offsets.w) {
+#ifdef LIGHT_USE_PSSM4
+ if (depth_z < shadow_split_offsets.w) {
+#elif defined(LIGHT_USE_PSSM2)
+ if (depth_z < shadow_split_offsets.y) {
+#else
+ if (depth_z < shadow_split_offsets.x) {
+#endif //LIGHT_USE_PSSM4
vec3 pssm_coord;
float pssm_fade=0.0;
@@ -1689,17 +1724,15 @@ FRAGMENT_SHADER_CODE
float pssm_blend;
vec3 pssm_coord2;
bool use_blend=true;
- vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz;
- float w_inv = 1.0/gl_FragCoord.w;
#endif
#ifdef LIGHT_USE_PSSM4
- if (gl_FragCoord.w > shadow_split_offsets.y) {
+ if (depth_z < shadow_split_offsets.y) {
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1709,7 +1742,7 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
@@ -1720,14 +1753,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#endif
}
} else {
- if (gl_FragCoord.w > shadow_split_offsets.z) {
+ if (depth_z < shadow_split_offsets.z) {
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1735,13 +1768,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z);
#endif
} else {
+
highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1757,7 +1791,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1767,13 +1801,13 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1815,6 +1849,7 @@ FRAGMENT_SHADER_CODE
}
+
#endif //LIGHT_DIRECTIONAL_SHADOW
#ifdef USE_VERTEX_LIGHTING
@@ -1822,7 +1857,7 @@ FRAGMENT_SHADER_CODE
specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a);
#else
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
#endif
@@ -1860,11 +1895,11 @@ FRAGMENT_SHADER_CODE
#else
for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
}
for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
}
#endif //USE_VERTEX_LIGHTING