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-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl59
-rw-r--r--drivers/gles3/shaders/scene.glsl282
2 files changed, 290 insertions, 51 deletions
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index f450f34113..d3d4cbd435 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -16,19 +16,26 @@ void main() {
[fragment]
-uniform samplerCube source_cube; //texunit:1
+precision highp float;
+precision highp int;
+
+
+uniform samplerCube source_cube; //texunit:0
uniform int face_id;
uniform float roughness;
in highp vec2 uv_interp;
-layout(location = 0) vec4 frag_color;
+layout(location = 0) out vec4 frag_color;
+
+
+#define M_PI 3.14159265359
vec3 texelCoordToVec(vec2 uv, int faceID)
{
mat3 faceUvVectors[6];
-
+/*
// -x
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
@@ -58,6 +65,37 @@ vec3 texelCoordToVec(vec2 uv, int faceID)
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
+*/
+
+ // -x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
@@ -113,7 +151,7 @@ vec2 Hammersley(uint i, uint N) {
return vec2(float(i)/float(N), radicalInverse_VdC(i));
}
-#define SAMPLE_COUNT 1024
+#define SAMPLE_COUNT 1024u
void main() {
@@ -123,20 +161,21 @@ void main() {
//vec4 color = color_interp;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
- for(int sampleNum = 0; sampleNum < SAMPLE_COUNT; sampleNum++) {
+ for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
- vec2 xi = texture2DLod(Texture0, vec2(float(sampleNum) / float(SAMPLE_COUNT), 0.5), 0.0).xy;
vec3 H = ImportanceSampleGGX( xi, roughness, N );
vec3 V = N;
vec3 L = normalize(2.0 * dot( V, H ) * H - V);
- float ndotl = max(0.0, dot(N, L));
- vec3 s = textureCubeLod(u_skyCube, H, 0.0).rgb * ndotl;
+ float ndotl = clamp(dot(N, L),0.0,1.0);
- sum += vec4(s, 1.0);
+ if (ndotl>0.0) {
+ sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
+ sum.a += ndotl;
+ }
}
- sum /= sum.w;
+ sum /= sum.a;
frag_color = vec4(sum.rgb, 1.0);
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 4183e828f5..3f94252606 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1,7 +1,7 @@
[vertex]
-
+#define ENABLE_UV_INTERP
/*
from VisualServer:
@@ -52,14 +52,47 @@ layout(std140) uniform SceneData { //ubo:0
highp mat4 camera_matrix;
highp vec4 time;
- highp vec4 ambient_light;
+ highp vec4 ambient_light_color;
+ highp vec4 bg_color;
+ float ambient_energy;
+ float bg_energy;
};
uniform highp mat4 world_transform;
+#ifdef USE_FORWARD_LIGHTING
+
+layout(std140) uniform LightData { //ubo:3
+
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
+ mediump vec4 shadow_split_offsets;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+};
+
+#ifdef USE_FORWARD_1_SHADOW_MAP
+out mediump vec4 forward_shadow_pos1;
+#endif
+
+#ifdef USE_FORWARD_2_SHADOW_MAP
+out mediump vec4 forward_shadow_pos2;
+#endif
+
+#ifdef USE_FORWARD_4_SHADOW_MAP
+out mediump vec4 forward_shadow_pos3;
+out mediump vec4 forward_shadow_pos4;
+#endif
+
+#endif
+
/* Varyings */
-out vec3 vertex_interp;
+out highp vec3 vertex_interp;
out vec3 normal_interp;
#if defined(ENABLE_COLOR_INTERP)
@@ -74,13 +107,6 @@ out vec2 uv_interp;
out vec2 uv2_interp;
#endif
-#if defined(ENABLE_VAR1_INTERP)
-out vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-out vec4 var2_interp;
-#endif
#if defined(ENABLE_TANGENT_INTERP)
out vec3 tangent_interp;
@@ -118,13 +144,13 @@ MATERIAL_UNIFORMS
void main() {
- highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
+ highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
highp mat4 modelview = camera_inverse_matrix * world_transform;
- vec3 normal_in = normal_attrib;
- normal_in*=normal_mult;
+ vec3 normal = normal_attrib * normal_mult;
+
#if defined(ENABLE_TANGENT_INTERP)
- vec3 tangent_in = tangent_attrib.xyz;
- tangent_in*=normal_mult;
+ vec3 tangent = tangent_attrib.xyz;
+ tangent*=normal_mult;
float binormalf = tangent_attrib.a;
#endif
@@ -137,23 +163,31 @@ void main() {
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
- vertex_in = vertex_in * m;
- normal_in = (vec4(normal_in,0.0) * m).xyz;
+ vertex = vertex_in * m;
+ normal = (vec4(normal,0.0) * m).xyz;
#if defined(ENABLE_TANGENT_INTERP)
- tangent_in = (vec4(tangent_in,0.0) * m).xyz;
+ tangent = (vec4(tangent,0.0) * m).xyz;
#endif
}
#endif
- vertex_interp = (modelview * vertex_in).xyz;
- normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
+#if !defined(SKIP_TRANSFORM_USED)
+
+ vertex = modelview * vertex;
+ normal = normalize((modelview * vec4(normal,0.0)).xyz);
+#endif
#if defined(ENABLE_TANGENT_INTERP)
- tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
- binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
+# if !defined(SKIP_TRANSFORM_USED)
+
+ tangent=normalize((modelview * vec4(tangent,0.0)).xyz);
+# endif
+ vec3 binormal = normalize( cross(normal,tangent) * binormalf );
#endif
+
+
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#endif
@@ -161,13 +195,17 @@ void main() {
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
+
#if defined(ENABLE_UV2_INTERP)
uv2_interp = uv2_attrib;
#endif
+{
VERTEX_SHADER_CODE
+}
+
#ifdef USE_SHADOW_PASS
@@ -177,26 +215,32 @@ VERTEX_SHADER_CODE
#endif
-#ifdef USE_FOG
+ vertex_interp = vertex.xyz;
+ normal_interp = normal;
- fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
- fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
+#if defined(ENABLE_TANGENT_INTERP)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
#endif
-#ifndef VERTEX_SHADER_WRITE_POSITION
-//vertex shader might write a position
+#if !defined(SKIP_TRANSFORM_USED)
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
+#else
+ gl_Position = vertex;
#endif
-
-
}
[fragment]
+
+#define M_PI 3.14159265359
+
+
+#define ENABLE_UV_INTERP
//hack to use uv if no uv present so it works with lightmap
@@ -219,17 +263,27 @@ in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
-#if defined(ENABLE_VAR1_INTERP)
-in vec4 var1_interp;
-#endif
+in highp vec3 vertex_interp;
+in vec3 normal_interp;
-#if defined(ENABLE_VAR2_INTERP)
-in vec4 var2_interp;
-#endif
-in vec3 vertex_interp;
-in vec3 normal_interp;
+/* PBR CHANNELS */
+
+#ifdef USE_RADIANCE_CUBEMAP
+
+uniform sampler2D brdf_texture; //texunit:-1
+uniform samplerCube radiance_cube; //texunit:-2
+
+layout(std140) uniform Radiance { //ubo:2
+
+ mat4 radiance_inverse_xform;
+ vec3 radiance_box_min;
+ vec3 radiance_box_max;
+ float radiance_ambient_contribution;
+
+};
+#endif
/* Material Uniforms */
@@ -255,18 +309,97 @@ layout(std140) uniform SceneData {
highp mat4 camera_matrix;
highp vec4 time;
- highp vec4 ambient_light;
+ highp vec4 ambient_light_color;
+ highp vec4 bg_color;
+ float ambient_energy;
+ float bg_energy;
};
+
+#ifdef USE_FORWARD_LIGHTING
+
+layout(std140) uniform LightData {
+
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
+ mediump vec4 shadow_split_offsets;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+};
+
+#ifdef USE_FORWARD_1_SHADOW_MAP
+in mediump vec4 forward_shadow_pos1;
+#endif
+
+#ifdef USE_FORWARD_2_SHADOW_MAP
+in mediump vec4 forward_shadow_pos2;
+#endif
+
+#ifdef USE_FORWARD_4_SHADOW_MAP
+in mediump vec4 forward_shadow_pos3;
+in mediump vec4 forward_shadow_pos4;
+#endif
+
+#endif
+
layout(location=0) out vec4 frag_color;
+
+// GGX Specular
+// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
+float G1V(float dotNV, float k)
+{
+ return 1.0 / (dotNV * (1.0 - k) + k);
+}
+
+float specularGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
+{
+ float alpha = roughness * roughness;
+
+ vec3 H = normalize(V + L);
+
+ float dotNL = max(dot(N,L), 0.0 );
+ float dotNV = max(dot(N,V), 0.0 );
+ float dotNH = max(dot(N,H), 0.0 );
+ float dotLH = max(dot(L,H), 0.0 );
+
+ // D
+ float alphaSqr = alpha * alpha;
+ float pi = M_PI;
+ float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
+ float D = alphaSqr / (pi * denom * denom);
+
+ // F
+ float dotLH5 = pow(1.0 - dotLH, 5.0);
+ float F = F0 + (1.0 - F0) * (dotLH5);
+
+ // V
+ float k = alpha / 2.0f;
+ float vis = G1V(dotNL, k) * G1V(dotNV, k);
+
+ return dotNL * D * F * vis;
+}
+
+void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, vec3 specular_color, float roughness, float attenuation, inout vec3 diffuse, inout vec3 specular) {
+
+ diffuse += max(0.0,dot(normal,light_vec)) * diffuse_color * attenuation;
+ //specular += specular_ggx( roughness, max(0.0,dot(normal,eye_vec)) ) * specular_color * attenuation;
+ float s = roughness > 0.0 ? specularGGX(normal,eye_vec,light_vec,roughness,1.0) : 0.0;
+ specular += s * specular_color * attenuation;
+}
+
+
void main() {
//lay out everything, whathever is unused is optimized away anyway
vec3 vertex = vertex_interp;
- vec3 albedo = vec3(0.9,0.9,0.9);
- vec3 metal = vec3(0.0,0.0,0.0);
- float rough = 0.0;
+ vec3 albedo = vec3(0.8,0.8,0.8);
+ vec3 specular = vec3(0.2,0.2,0.2);
+ float roughness = 1.0;
float alpha = 1.0;
#ifdef METERIAL_DOUBLESIDED
@@ -334,6 +467,66 @@ FRAGMENT_SHADER_CODE
}
#endif
+/////////////////////// LIGHTING //////////////////////////////
+
+ vec3 specular_light = vec3(0.0,0.0,0.0);
+ vec3 ambient_light = ambient_light_color.rgb;
+ vec3 diffuse_light = vec3(0.0,0.0,0.0);
+
+ vec3 eye_vec = -normalize( vertex_interp );
+
+#ifdef USE_RADIANCE_CUBEMAP
+
+ {
+
+ float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+ vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
+
+ float lod = roughness * 5.0;
+ vec3 r = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
+ r=normalize((radiance_inverse_xform * vec4(r,0.0)).xyz);
+ vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
+
+ specular_light=mix(albedo,radiance,specular);
+
+ }
+
+ {
+
+ vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
+ vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
+
+ ambient_light=mix(ambient_light,env_ambient,radiance_ambient_contribution);
+ }
+
+
+#else
+
+ ambient_light=albedo;
+#endif
+
+
+#ifdef USE_FORWARD_LIGHTING
+
+#ifdef USE_FORWARD_DIRECTIONAL
+
+ light_compute(normal,light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,1.0,diffuse_light,specular_light);
+#endif
+
+#ifdef USE_FORWARD_OMNI
+
+ vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
+ float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
+ float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
+ light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
+
+#endif
+
+#ifdef USE_FORWARD_SPOT
+
+#endif
+
+#endif
#if defined(USE_LIGHT_SHADER_CODE)
@@ -345,7 +538,14 @@ LIGHT_SHADER_CODE
}
#endif
+#ifdef SHADELESS
+
frag_color=vec4(albedo,alpha);
+#else
+ frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha);
+
+#endif
+
}