diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 161 |
1 files changed, 87 insertions, 74 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 12cbe02d0c..407e7ec591 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -3,6 +3,8 @@ #define M_PI 3.14159265359 +#define SHADER_IS_SRGB false + /* from VisualServer: @@ -40,8 +42,6 @@ layout(location = 4) in vec2 uv_attrib; layout(location = 5) in vec2 uv2_attrib; #endif -uniform float normal_mult; - #ifdef USE_SKELETON layout(location = 6) in uvec4 bone_indices; // attrib:6 layout(location = 7) in vec4 bone_weights; // attrib:7 @@ -96,6 +96,8 @@ layout(std140) uniform SceneData { // ubo:0 bool fog_depth_enabled; highp float fog_depth_begin; + highp float fog_depth_end; + mediump float fog_density; highp float fog_depth_curve; bool fog_transmit_enabled; highp float fog_transmit_curve; @@ -276,11 +278,10 @@ void main() { } #endif - vec3 normal = normal_attrib * normal_mult; + vec3 normal = normal_attrib; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) vec3 tangent = tangent_attrib.xyz; - tangent *= normal_mult; float binormalf = tangent_attrib.a; #endif @@ -514,6 +515,7 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] + /* texture unit usage, N is max_texture_unity-N 1-skeleton @@ -533,6 +535,7 @@ uniform highp mat4 world_transform; /* clang-format on */ #define M_PI 3.14159265359 +#define SHADER_IS_SRGB false /* Varyings */ @@ -671,6 +674,8 @@ layout(std140) uniform SceneData { bool fog_depth_enabled; highp float fog_depth_begin; + highp float fog_depth_end; + mediump float fog_density; highp float fog_depth_curve; bool fog_transmit_enabled; highp float fog_transmit_curve; @@ -916,13 +921,14 @@ float GTR1(float NdotH, float a) { return (a2 - 1.0) / (M_PI * log(a2) * t); } -vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { - float dielectric = (0.034 * 2.0) * specular; - // energy conservation - return mix(vec3(dielectric), albedo, metallic); // TODO: reference? +vec3 F0(float metallic, float specular, vec3 albedo) { + float dielectric = 0.16 * specular * specular; + // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; + // see https://google.github.io/filament/Filament.md.html + return mix(vec3(dielectric), albedo, vec3(metallic)); } -void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { #if defined(USE_LIGHT_SHADER_CODE) // light is written by the light shader @@ -944,6 +950,18 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cNdotH = max(dot(N, H), 0.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cLdotH = max(dot(L, H), 0.0); +#endif + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; @@ -978,13 +996,9 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_BURLEY) { - - vec3 H = normalize(V + L); - float cLdotH = max(0.0, dot(L, H)); - - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); @@ -1020,16 +1034,23 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - float intensity = pow(cNdotH, (1.0 - roughness) * 256.0); + //normalized blinn + 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)); + float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); float cRdotV = max(0.0, dot(R, V)); - float intensity = pow(cRdotV, (1.0 - roughness) * 256.0); + float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; + float phong = pow(cRdotV, shininess); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); + float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_TOON) @@ -1047,18 +1068,12 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - vec3 H = normalize(V + L); - - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - #if defined(LIGHT_USE_ANISOTROPY) + float alpha = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); - float rx = roughness / aspect; - float ry = roughness * aspect; - float ax = rx * rx; - float ay = ry * ry; + float ax = alpha / aspect; + float ay = alpha * aspect; float XdotH = dot(T, H); float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); @@ -1070,33 +1085,27 @@ LIGHT_SHADER_CODE float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); #endif // F - float F0 = 1.0; // FIXME + vec3 f0 = F0(metallic, specular, diffuse_color); float cLdotH5 = SchlickFresnel(cLdotH); - float F = mix(cLdotH5, 1.0, F0); + vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); - float specular_brdf_NL = cNdotL * D * F * G; + vec3 specular_brdf_NL = cNdotL * D * F * G; specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif #if defined(LIGHT_USE_CLEARCOAT) - if (clearcoat_gloss > 0.0) { -#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); -#endif + #if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - } + specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } @@ -1121,8 +1130,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0)); avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0)); return avg * (1.0 / 13.0); +#endif -#elif defined(SHADOW_MODE_PCF_5) +#ifdef SHADOW_MODE_PCF_5 float avg = textureProj(shadow, vec4(pos, depth, 1.0)); avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); @@ -1131,7 +1141,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); return avg * (1.0 / 5.0); -#else +#endif + +#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) return textureProj(shadow, vec4(pos, depth, 1.0)); @@ -1173,7 +1185,7 @@ 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, vec3 transmission, float roughness, float metallic, 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 metallic, float specular, 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); @@ -1227,10 +1239,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } #endif //SHADOWS_DISABLED - 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, metallic, rim * omni_attenuation, 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, metallic, specular, rim * omni_attenuation, 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, vec3 transmission, float roughness, float metallic, 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 metallic, float specular, 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); @@ -1262,7 +1274,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi } #endif //SHADOWS_DISABLED - 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, metallic, rim * spot_attenuation, 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, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light); } void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { @@ -1322,7 +1334,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 t reflection_accum += reflection; } -#ifndef USE_LIGHTMAP +#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE) if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz; @@ -1492,7 +1504,7 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve //irradiance - vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI)), max_distance, p_bias); + vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI * 0.99)), max_distance, p_bias); irr_light *= multiplier; //irr_light=vec3(0.0); @@ -1573,24 +1585,24 @@ void main() { float alpha = 1.0; -#if defined(DO_SIDE_CHECK) - float side = gl_FrontFacing ? 1.0 : -1.0; -#else - float side = 1.0; -#endif - #if defined(ALPHA_SCISSOR_USED) float alpha_scissor = 0.5; #endif #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 binormal = normalize(binormal_interp) * side; - vec3 tangent = normalize(tangent_interp) * side; + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); #else vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); #endif - vec3 normal = normalize(normal_interp) * side; + vec3 normal = normalize(normal_interp); + +#if defined(DO_SIDE_CHECK) + if (!gl_FrontFacing) { + normal = -normal; + } +#endif #if defined(ENABLE_UV_INTERP) vec2 uv = uv_interp; @@ -1646,7 +1658,7 @@ FRAGMENT_SHADER_CODE normalmap.xy = normalmap.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; + normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); #endif @@ -1877,7 +1889,7 @@ 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, transmission, light_params.z * specular_blob_intensity, roughness, metallic, 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, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light); #endif #endif //#USE_LIGHT_DIRECTIONAL @@ -1939,7 +1951,7 @@ FRAGMENT_SHADER_CODE } else { specular_light += env_reflection_light; } -#ifndef USE_LIGHTMAP +#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE) if (ambient_accum.a > 0.0) { ambient_light = ambient_accum.rgb / ambient_accum.a; } @@ -1951,11 +1963,11 @@ 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, transmission, roughness, metallic, 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, metallic, specular, 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, transmission, roughness, metallic, 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, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light); } #endif //USE_VERTEX_LIGHTING @@ -1976,7 +1988,7 @@ FRAGMENT_SHADER_CODE diffuse_light *= ao_light_affect; #endif - //energy conservation + // base color remapping diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point ambient_light *= 1.0 - metallic; @@ -1993,10 +2005,10 @@ FRAGMENT_SHADER_CODE 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 AB = vec2(-1.04, 1.04) * a004 + r.zw; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); - specular_light *= AB.x * specular_color + AB.y; + vec3 f0 = F0(metallic, specular, albedo); + specular_light *= env.x * f0 + env.y; #endif } @@ -2015,10 +2027,11 @@ FRAGMENT_SHADER_CODE //apply fog if (fog_depth_enabled) { + float fog_far = fog_depth_end > 0 ? fog_depth_end : z_far; - float fog_z = smoothstep(fog_depth_begin, z_far, length(vertex)); + float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex)); - fog_amount = pow(fog_z, fog_depth_curve); + fog_amount = pow(fog_z, fog_depth_curve) * fog_density; if (fog_transmit_enabled) { vec3 total_light = emission + ambient_light + specular_light + diffuse_light; float transmit = pow(fog_z, fog_transmit_curve); @@ -2035,7 +2048,7 @@ FRAGMENT_SHADER_CODE emission = emission * rev_amount + fog_color * fog_amount; ambient_light *= rev_amount; - specular_light *rev_amount; + specular_light *= rev_amount; diffuse_light *= rev_amount; } |