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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.glsl127
1 files changed, 96 insertions, 31 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ff273e4e9f..630e1c2089 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -44,7 +44,7 @@ layout(location = 5) in vec2 uv2_attrib;
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
-layout(location = 7) in vec4 bone_weights; // attrib:7
+layout(location = 7) in highp vec4 bone_weights; // attrib:7
#endif
#ifdef USE_INSTANCING
@@ -167,15 +167,61 @@ 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 / M_PI;
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ 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);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse += light_color * diffuse_brdf_NL;
if (roughness > 0.0) {
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
vec3 H = normalize(V + L);
- float dotNH = max(dot(N, H), 0.0);
- float intensity = (roughness >= 1.0 ? 1.0 : pow(dotNH, (1.0 - roughness) * 256.0));
- specular += light_color * intensity;
+ 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) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+#endif
+
+ specular += specular_brdf_NL * light_color * (1.0 / M_PI);
}
}
@@ -256,6 +302,8 @@ out highp float dp_clip;
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-1
+uniform highp mat4 skeleton_transform;
+uniform bool skeleton_in_world_coords;
#endif
out highp vec4 position_interp;
@@ -268,7 +316,7 @@ void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- mat4 world_matrix = world_transform;
+ highp mat4 world_matrix = world_transform;
#ifdef USE_INSTANCING
@@ -306,6 +354,10 @@ void main() {
uv2_interp = uv2_attrib;
#endif
+#ifdef OVERRIDE_POSITION
+ highp vec4 position;
+#endif
+
#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
vec4 instance_custom = instance_custom_data;
#else
@@ -345,44 +397,53 @@ void main() {
ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
- highp mat3x4 m;
- m = mat3x4(
+ highp mat4 m;
+ m = mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
- mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0)));
+ if (skeleton_in_world_coords) {
+ highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
+ world_matrix = bone_matrix * world_matrix;
+
+ } else {
- world_matrix = bone_matrix * world_matrix;
+ world_matrix = world_matrix * transpose(m);
+ }
}
#endif
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
@@ -461,7 +522,11 @@ VERTEX_SHADER_CODE
#endif //RENDER_DEPTH
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
position_interp = gl_Position;
@@ -1465,8 +1530,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 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),
@@ -1480,10 +1545,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107));
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@@ -1519,7 +1584,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@@ -1907,14 +1972,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 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(0, 0, -1),
- vec3(0.866025, 0, -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),
@@ -2028,7 +2093,7 @@ FRAGMENT_SHADER_CODE
//apply fog
if (fog_depth_enabled) {
- float fog_far = fog_depth_end > 0 ? fog_depth_end : z_far;
+ float fog_far = fog_depth_end > 0.0 ? fog_depth_end : z_far;
float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex));