diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 630e1c2089..def924cd49 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1802,6 +1802,7 @@ FRAGMENT_SHADER_CODE ambient_light = vec3(0.0, 0.0, 0.0); #else ambient_light = ambient_light_color.rgb; + env_reflection_light = bg_color.rgb * bg_energy; #endif //AMBIENT_LIGHT_DISABLED #endif @@ -1813,6 +1814,20 @@ FRAGMENT_SHADER_CODE specular_blob_intensity *= specular * 2.0; #endif + // scales the specular reflections, needs to be be computed before lighting happens, + // but after environment and reflection probes are added + // 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 env = vec2(-1.04, 1.04) * a004 + r.zw; + + vec3 f0 = F0(metallic, specular, albedo); + env_reflection_light *= env.x * f0 + env.y; + #if defined(USE_LIGHT_DIRECTIONAL) vec3 light_attenuation = vec3(1.0); @@ -2063,18 +2078,6 @@ FRAGMENT_SHADER_CODE #if defined(DIFFUSE_TOON) //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; -#else - // 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 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; #endif } |