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-rw-r--r--drivers/gles3/shaders/effect_blur.glsl13
-rw-r--r--drivers/gles3/shaders/scene.glsl58
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl6
-rw-r--r--drivers/gles3/shaders/ssao.glsl21
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl4
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl126
6 files changed, 145 insertions, 83 deletions
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 09e522866c..b5f98a1244 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -168,7 +168,11 @@ void main() {
float depth = textureLod( dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
float amount = smoothstep(dof_begin,dof_end,depth);
float k_accum=0.0;
@@ -182,8 +186,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
-
+#endif
float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect
@@ -221,7 +228,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+#endif
float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 977cee5fcb..5f83033293 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -484,7 +484,7 @@ VERTEX_SHADER_CODE
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
- light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
+ light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));
@@ -935,17 +935,26 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY)
{
- float NdotL = dot(L, N);
- float NdotV = dot(N, V);
- float VdotH = dot(N, normalize(L+V));
+
+
+ vec3 H = normalize(V + L);
+ float NoL = max(0.0,dot(N, L));
+ float VoH = max(0.0,dot(L, H));
+ float NoV = max(0.0,dot(N, V));
+
+ float FD90 = 0.5 + 2.0 * VoH * VoH * roughness;
+ float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 );
+ float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 );
+ light_amount = ( (1.0 / M_PI) * FdV * FdL );
+/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness;
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0);
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NoL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NoV, 5.0);
- light_amount = lightScatter * viewScatter * energyFactor;
+ light_amount = lightScatter * viewScatter * energyFactor;*/
}
#else
//lambert
@@ -1697,9 +1706,16 @@ FRAGMENT_SHADER_CODE
vec3 light_attenuation=vec3(1.0);
+ float depth_z = -vertex.z;
#ifdef LIGHT_DIRECTIONAL_SHADOW
- if (gl_FragCoord.w > shadow_split_offsets.w) {
+#ifdef LIGHT_USE_PSSM4
+ if (depth_z < shadow_split_offsets.w) {
+#elif defined(LIGHT_USE_PSSM2)
+ if (depth_z < shadow_split_offsets.y) {
+#else
+ if (depth_z < shadow_split_offsets.x) {
+#endif //LIGHT_USE_PSSM4
vec3 pssm_coord;
float pssm_fade=0.0;
@@ -1708,17 +1724,15 @@ FRAGMENT_SHADER_CODE
float pssm_blend;
vec3 pssm_coord2;
bool use_blend=true;
- vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz;
- float w_inv = 1.0/gl_FragCoord.w;
#endif
#ifdef LIGHT_USE_PSSM4
- if (gl_FragCoord.w > shadow_split_offsets.y) {
+ if (depth_z < shadow_split_offsets.y) {
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1728,7 +1742,7 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
@@ -1739,14 +1753,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#endif
}
} else {
- if (gl_FragCoord.w > shadow_split_offsets.z) {
+ if (depth_z < shadow_split_offsets.z) {
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1754,13 +1768,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z);
#endif
} else {
+
highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1776,7 +1791,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1786,13 +1801,13 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1834,6 +1849,7 @@ FRAGMENT_SHADER_CODE
}
+
#endif //LIGHT_DIRECTIONAL_SHADOW
#ifdef USE_VERTEX_LIGHTING
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index cc41d36c37..b2e6f7a736 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -56,7 +56,6 @@ vec2 view_to_screen(vec3 view_pos,out float w) {
#define M_PI 3.14159265359
-
void main() {
@@ -158,8 +157,13 @@ void main() {
w+=w_advance;
//convert to linear depth
+
depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
depth=-depth;
z_from = z_to;
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index 0e8fc89d6c..c668e63745 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -65,7 +65,12 @@ layout(location = 0) out float visibility;
uniform vec4 proj_info;
vec3 reconstructCSPosition(vec2 S, float z) {
- return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
+#ifdef USE_ORTHOGONAL_PROJECTION
+ return vec3((S.xy * proj_info.xy + proj_info.zw), z);
+#else
+ return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
+
+#endif
}
vec3 getPosition(ivec2 ssP) {
@@ -73,7 +78,11 @@ vec3 getPosition(ivec2 ssP) {
P.z = texelFetch(source_depth, ssP, 0).r;
P.z = P.z * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+#endif
P.z = -P.z;
// Offset to pixel center
@@ -118,7 +127,12 @@ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) {
//read from depth buffer
P.z = texelFetch(source_depth, mipP, 0).r;
P.z = P.z * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+
+#endif
P.z = -P.z;
} else {
@@ -214,8 +228,11 @@ void main() {
// Choose the screen-space sample radius
// proportional to the projected area of the sphere
+#ifdef USE_ORTHOGONAL_PROJECTION
+ float ssDiskRadius = -proj_scale * radius;
+#else
float ssDiskRadius = -proj_scale * radius / C.z;
-
+#endif
float sum = 0.0;
for (int i = 0; i < NUM_SAMPLES; ++i) {
sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle);
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
index 6e46a1842c..647c762438 100644
--- a/drivers/gles3/shaders/ssao_minify.glsl
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -41,7 +41,11 @@ void main() {
#ifdef MINIFY_START
float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
fdepth = fdepth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
+#endif
fdepth /= camera_z_far;
depth = uint(clamp(fdepth*65535.0,0.0,65535.0));
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index 8873443727..20c3b7473f 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -17,36 +17,36 @@ void main() {
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
#define QUALIFIER const
+
#ifdef USE_25_SAMPLES
const int kernel_size=25;
-
QUALIFIER vec2 kernel[25] = vec2[] (
-vec2(0.099654,0.0),
-vec2(0.001133,-3.0),
-vec2(0.002316,-2.52083),
-vec2(0.00445,-2.08333),
-vec2(0.008033,-1.6875),
-vec2(0.013627,-1.33333),
-vec2(0.021724,-1.02083),
-vec2(0.032542,-0.75),
-vec2(0.04581,-0.520833),
-vec2(0.0606,-0.333333),
-vec2(0.075333,-0.1875),
-vec2(0.088001,-0.0833333),
-vec2(0.096603,-0.0208333),
-vec2(0.096603,0.0208333),
-vec2(0.088001,0.0833333),
-vec2(0.075333,0.1875),
-vec2(0.0606,0.333333),
-vec2(0.04581,0.520833),
-vec2(0.032542,0.75),
-vec2(0.021724,1.02083),
-vec2(0.013627,1.33333),
-vec2(0.008033,1.6875),
-vec2(0.00445,2.08333),
-vec2(0.002316,2.52),
-vec2(0.001133,3.0)
+ vec2(0.530605, 0.0),
+ vec2(0.000973794, -3.0),
+ vec2(0.00333804, -2.52083),
+ vec2(0.00500364, -2.08333),
+ vec2(0.00700976, -1.6875),
+ vec2(0.0094389, -1.33333),
+ vec2(0.0128496, -1.02083),
+ vec2(0.017924, -0.75),
+ vec2(0.0263642, -0.520833),
+ vec2(0.0410172, -0.333333),
+ vec2(0.0493588, -0.1875),
+ vec2(0.0402784, -0.0833333),
+ vec2(0.0211412, -0.0208333),
+ vec2(0.0211412, 0.0208333),
+ vec2(0.0402784, 0.0833333),
+ vec2(0.0493588, 0.1875),
+ vec2(0.0410172, 0.333333),
+ vec2(0.0263642, 0.520833),
+ vec2(0.017924, 0.75),
+ vec2(0.0128496, 1.02083),
+ vec2(0.0094389, 1.33333),
+ vec2(0.00700976, 1.6875),
+ vec2(0.00500364, 2.08333),
+ vec2(0.00333804, 2.52083),
+ vec2(0.000973794, 3.0)
);
#endif //USE_25_SAMPLES
@@ -56,23 +56,23 @@ vec2(0.001133,3.0)
const int kernel_size=17;
QUALIFIER vec2 kernel[17] = vec2[](
-vec2(0.197417,0.0),
-vec2(0.000078,-2.0),
-vec2(0.000489,-1.53125),
-vec2(0.002403,-1.125),
-vec2(0.009245,-0.78125),
-vec2(0.027835,-0.5),
-vec2(0.065592,-0.28125),
-vec2(0.12098,-0.125),
-vec2(0.17467,-0.03125),
-vec2(0.17467,0.03125),
-vec2(0.12098,0.125),
-vec2(0.065592,0.28125),
-vec2(0.027835,0.5),
-vec2(0.009245,0.78125),
-vec2(0.002403,1.125),
-vec2(0.000489,1.53125),
-vec2(0.000078,2.0)
+ vec2(0.536343, 0.0),
+ vec2(0.00317394, -2.0),
+ vec2(0.0100386, -1.53125),
+ vec2(0.0144609, -1.125),
+ vec2(0.0216301, -0.78125),
+ vec2(0.0347317, -0.5),
+ vec2(0.0571056, -0.28125),
+ vec2(0.0582416, -0.125),
+ vec2(0.0324462, -0.03125),
+ vec2(0.0324462, 0.03125),
+ vec2(0.0582416, 0.125),
+ vec2(0.0571056, 0.28125),
+ vec2(0.0347317, 0.5),
+ vec2(0.0216301, 0.78125),
+ vec2(0.0144609, 1.125),
+ vec2(0.0100386, 1.53125),
+ vec2(0.00317394,2.0)
);
#endif //USE_17_SAMPLES
@@ -82,23 +82,24 @@ vec2(0.000078,2.0)
const int kernel_size=11;
-QUALIFIER vec2 kernel[kernel_size] = vec2[](
-vec2(0.198596,0.0),
-vec2(0.0093,-2.0),
-vec2(0.028002,-1.28),
-vec2(0.065984,-0.72),
-vec2(0.121703,-0.32),
-vec2(0.175713,-0.08),
-vec2(0.175713,0.08),
-vec2(0.121703,0.32),
-vec2(0.065984,0.72),
-vec2(0.028002,1.28),
-vec2(0.0093,2.0)
+QUALIFIER vec4 kernel[11] = vec4[](
+ vec4(0.560479, 0.0),
+ vec4(0.00471691, -2.0),
+ vec4(0.0192831, -1.28),
+ vec4(0.03639, -0.72),
+ vec4(0.0821904, -0.32),
+ vec4(0.0771802, -0.08),
+ vec4(0.0771802, 0.08),
+ vec4(0.0821904, 0.32),
+ vec4(0.03639, 0.72),
+ vec4(0.0192831, 1.28),
+ vec4(0.00471691,2.0)
);
#endif //USE_11_SAMPLES
+
uniform float max_radius;
uniform float camera_z_far;
uniform float camera_z_near;
@@ -126,12 +127,16 @@ void main() {
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+ float scale = unit_size; //remember depth is negative by default in OpenGL
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+ float scale = unit_size / depth; //remember depth is negative by default in OpenGL
+#endif
- float scale = unit_size / depth; //remember depth is negative by default in OpenGL
-
// Calculate the final step to fetch the surrounding pixels:
vec2 step = max_radius * scale * dir;
step *= strength; // Modulate it using the alpha channel.
@@ -153,9 +158,14 @@ void main() {
#ifdef ENABLE_FOLLOW_SURFACE
// If the difference in depth is huge, we lerp color back to "colorM":
float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
+
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
+#endif
- float s = clamp(300.0f * distance *
+ float s = clamp(300.0f * scale *
max_radius * abs(depth - depth_cmp),0.0,1.0);
color = mix(color, base_color.rgb, s);
#endif