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path: root/drivers/gles3/shaders/scene.glsl
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-rw-r--r--drivers/gles3/shaders/scene.glsl161
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;
}