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-rw-r--r--drivers/gles3/shaders/scene.glsl101
1 files changed, 52 insertions, 49 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index b322a4c957..2221652667 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -959,80 +959,82 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
+ if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
+ vec3 diffuse_brdf_NL;
#else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
- //energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ //energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
#elif defined(DIFFUSE_OREN_NAYAR)
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
#elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL);
+ diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL);
#elif defined(DIFFUSE_BURLEY)
- {
+ {
- vec3 H = normalize(V + L);
- float cLdotH = max(0.0,dot(L, H));
+ 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);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
-/*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
-
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/
- }
+ 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);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/
+ }
#else
- //lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+ //lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
#if defined(TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
+ diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
#else
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
#endif
#if defined(LIGHT_USE_RIM)
- float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
- diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
+ float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
+ diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
#endif
+ }
- if (roughness > 0.0) {
+ if (roughness < 1.0) {
// D
@@ -1099,21 +1101,22 @@ LIGHT_SHADER_CODE
#endif
#if defined(LIGHT_USE_CLEARCOAT)
-
+ if (clearcoat_gloss > 0.0) {
# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
- vec3 H = normalize(V + L);
+ 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 cNdotH = max(dot(N,H), 0.0);
+ float cLdotH = max(dot(L,H), 0.0);
+ 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);
- specular_light += .25*clearcoat*Gr*Fr*Dr;
+ specular_light += .25*clearcoat*Gr*Fr*Dr;
+ }
#endif
}
@@ -1985,7 +1988,7 @@ FRAGMENT_SHADER_CODE
//energy conservation
- diffuse_light *= 1.0-metallic; // TODO: avoid diffuse and ambient light calculations when metallic == 1
+ 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;