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-rw-r--r--drivers/gles3/shaders/scene.glsl56
1 files changed, 26 insertions, 30 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ed8df04377..abb236138f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -571,11 +571,6 @@ in vec3 normal_interp;
/* PBR CHANNELS */
-//used on forward mainly
-uniform bool no_ambient_light;
-
-
-
#ifdef USE_RADIANCE_MAP
@@ -1752,42 +1747,43 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RADIANCE_MAP
- if (no_ambient_light) {
- ambient_light=vec3(0.0,0.0,0.0);
- } else {
- {
-
- { //read radiance from dual paraboloid
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light=vec3(0.0,0.0,0.0);
+#else
+ {
- vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
- ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
- vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
- env_reflection_light = radiance;
+ { //read radiance from dual paraboloid
- }
- //no longer a cubemap
- //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
+ vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
+ ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
+ vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
+ env_reflection_light = radiance;
}
+ //no longer a cubemap
+ //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
+
+ }
#ifndef USE_LIGHTMAP
- {
+ {
- vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
- vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy;
+ vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
+ vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy;
- ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
- //ambient_light=vec3(0.0,0.0,0.0);
- }
-#endif
+ ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
+ //ambient_light=vec3(0.0,0.0,0.0);
}
+#endif
+#endif //AMBIENT_LIGHT_DISABLED
#else
- if (no_ambient_light){
- ambient_light=vec3(0.0,0.0,0.0);
- } else {
- ambient_light=ambient_light_color.rgb;
- }
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light=vec3(0.0,0.0,0.0);
+#else
+ ambient_light=ambient_light_color.rgb;
+#endif //AMBIENT_LIGHT_DISABLED
+
#endif
ambient_light*=ambient_energy;