diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 14 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao.glsl | 5 | ||||
-rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 145 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 2 |
5 files changed, 96 insertions, 72 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 0c69c8cf74..f1811fa7b5 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -2,7 +2,7 @@ Import('env') -if env['BUILDERS'].has_key('GLES3_GLSL'): +if 'GLES3_GLSL' in env['BUILDERS']: env.GLES3_GLSL('copy.glsl'); env.GLES3_GLSL('resolve.glsl'); env.GLES3_GLSL('canvas.glsl'); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 3f0498746b..c1504593cb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1694,6 +1694,7 @@ FRAGMENT_SHADER_CODE if (gl_FragCoord.w > shadow_split_offsets.w) { vec3 pssm_coord; + float pssm_fade=0.0; #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; @@ -1751,6 +1752,7 @@ FRAGMENT_SHADER_CODE } 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); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1782,6 +1784,7 @@ FRAGMENT_SHADER_CODE } 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); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1818,7 +1821,7 @@ FRAGMENT_SHADER_CODE } #endif - light_attenuation=mix(shadow_color_contact.rgb,vec3(1.0),shadow); + light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade); } @@ -1966,6 +1969,13 @@ FRAGMENT_SHADER_CODE #ifdef USE_MULTIPLE_RENDER_TARGETS + +#ifdef SHADELESS + diffuse_buffer=vec4(albedo.rgb,0.0); + specular_buffer=vec4(0.0); + +#else + #if defined(ENABLE_AO) float ambient_scale=0.0; // AO is supplied by material @@ -1981,6 +1991,7 @@ FRAGMENT_SHADER_CODE diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); specular_buffer=vec4(specular_light,metallic); +#endif //SHADELESS normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); @@ -1988,6 +1999,7 @@ FRAGMENT_SHADER_CODE sss_buffer = sss_strength; #endif + #else //USE_MULTIPLE_RENDER_TARGETS diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl index d8302bd46e..0e8fc89d6c 100644 --- a/drivers/gles3/shaders/ssao.glsl +++ b/drivers/gles3/shaders/ssao.glsl @@ -11,6 +11,7 @@ void main() { [fragment] +#define TWO_PI 6.283185307179586476925286766559 #define NUM_SAMPLES (15) @@ -205,7 +206,7 @@ void main() { // Hash function used in the HPG12 AlchemyAO paper - float randomPatternRotationAngle = float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10); + float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI); // Reconstruct normals from positions. These will lead to 1-pixel black lines // at depth discontinuities, however the blur will wipe those out so they are not visible @@ -225,7 +226,7 @@ void main() { #ifdef ENABLE_RADIUS2 //go again for radius2 - randomPatternRotationAngle = float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11); + randomPatternRotationAngle = mod(float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11), TWO_PI); // Reconstruct normals from positions. These will lead to 1-pixel black lines // at depth discontinuities, however the blur will wipe those out so they are not visible diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index 569be6c5fe..8873443727 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 vec4 kernel[25] = vec4[] ( - vec4(0.530605, 0.613514, 0.739601, 0.0), - vec4(0.000973794, 1.11862e-005, 9.43437e-007, -3.0), - vec4(0.00333804, 7.85443e-005, 1.2945e-005, -2.52083), - vec4(0.00500364, 0.00020094, 5.28848e-005, -2.08333), - vec4(0.00700976, 0.00049366, 0.000151938, -1.6875), - vec4(0.0094389, 0.00139119, 0.000416598, -1.33333), - vec4(0.0128496, 0.00356329, 0.00132016, -1.02083), - vec4(0.017924, 0.00711691, 0.00347194, -0.75), - vec4(0.0263642, 0.0119715, 0.00684598, -0.520833), - vec4(0.0410172, 0.0199899, 0.0118481, -0.333333), - vec4(0.0493588, 0.0367726, 0.0219485, -0.1875), - vec4(0.0402784, 0.0657244, 0.04631, -0.0833333), - vec4(0.0211412, 0.0459286, 0.0378196, -0.0208333), - vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333), - vec4(0.0402784, 0.0657244, 0.04631, 0.0833333), - vec4(0.0493588, 0.0367726, 0.0219485, 0.1875), - vec4(0.0410172, 0.0199899, 0.0118481, 0.333333), - vec4(0.0263642, 0.0119715, 0.00684598, 0.520833), - vec4(0.017924, 0.00711691, 0.00347194, 0.75), - vec4(0.0128496, 0.00356329, 0.00132016, 1.02083), - vec4(0.0094389, 0.00139119, 0.000416598, 1.33333), - vec4(0.00700976, 0.00049366, 0.000151938, 1.6875), - vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333), - vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083), - vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3.0) + +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) ); #endif //USE_25_SAMPLES @@ -55,24 +55,24 @@ QUALIFIER vec4 kernel[25] = vec4[] ( const int kernel_size=17; -QUALIFIER vec4 kernel[17] = vec4[]( - vec4(0.536343, 0.624624, 0.748867, 0.0), - vec4(0.00317394, 0.000134823, 3.77269e-005, -2.0), - vec4(0.0100386, 0.000914679, 0.000275702, -1.53125), - vec4(0.0144609, 0.00317269, 0.00106399, -1.125), - vec4(0.0216301, 0.00794618, 0.00376991, -0.78125), - vec4(0.0347317, 0.0151085, 0.00871983, -0.5), - vec4(0.0571056, 0.0287432, 0.0172844, -0.28125), - vec4(0.0582416, 0.0659959, 0.0411329, -0.125), - vec4(0.0324462, 0.0656718, 0.0532821, -0.03125), - vec4(0.0324462, 0.0656718, 0.0532821, 0.03125), - vec4(0.0582416, 0.0659959, 0.0411329, 0.125), - vec4(0.0571056, 0.0287432, 0.0172844, 0.28125), - vec4(0.0347317, 0.0151085, 0.00871983, 0.5), - vec4(0.0216301, 0.00794618, 0.00376991, 0.78125), - vec4(0.0144609, 0.00317269, 0.00106399, 1.125), - vec4(0.0100386, 0.000914679, 0.000275702, 1.53125), - vec4(0.00317394, 0.000134823, 3.77269e-005, 2.0) +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) ); #endif //USE_17_SAMPLES @@ -82,27 +82,27 @@ QUALIFIER vec4 kernel[17] = vec4[]( const int kernel_size=11; -QUALIFIER vec4 kernel[11] = vec4[]( - vec4(0.560479, 0.669086, 0.784728, 0.0), - vec4(0.00471691, 0.000184771, 5.07566e-005, -2.0), - vec4(0.0192831, 0.00282018, 0.00084214, -1.28), - vec4(0.03639, 0.0130999, 0.00643685, -0.72), - vec4(0.0821904, 0.0358608, 0.0209261, -0.32), - vec4(0.0771802, 0.113491, 0.0793803, -0.08), - vec4(0.0771802, 0.113491, 0.0793803, 0.08), - vec4(0.0821904, 0.0358608, 0.0209261, 0.32), - vec4(0.03639, 0.0130999, 0.00643685, 0.72), - vec4(0.0192831, 0.00282018, 0.00084214, 1.28), - vec4(0.00471691, 0.000184771, 5.07565e-005, 2.0) +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) ); #endif //USE_11_SAMPLES uniform float max_radius; -uniform float fovy; uniform float camera_z_far; uniform float camera_z_near; +uniform float unit_size; uniform vec2 dir; in vec2 uv_interp; @@ -120,19 +120,17 @@ void main() { // Fetch color of current pixel: vec4 base_color = texture(source_diffuse, uv_interp); + if (strength>0.0) { // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); - depth=-depth; - // Calculate the radius scale (1.0 for a unit plane sitting on the - // projection window): - float distance = 1.0 / tan(0.5 * fovy); - float scale = distance / -depth; //remember depth is negative by default in OpenGL + + 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; @@ -141,19 +139,21 @@ void main() { // Accumulate the center sample: vec3 color_accum = base_color.rgb; - color_accum *= kernel[0].rgb; + color_accum *= kernel[0].x; +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_weight = kernel[0].x; +#endif // Accumulate the other samples: for (int i = 1; i < kernel_size; i++) { // Fetch color and depth for current sample: - vec2 offset = uv_interp + kernel[i].a * step; + vec2 offset = uv_interp + kernel[i].y * step; vec3 color = texture(source_diffuse, offset).rgb; #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; depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); - depth_cmp=-depth_cmp; float s = clamp(300.0f * distance * max_radius * abs(depth - depth_cmp),0.0,1.0); @@ -161,9 +161,20 @@ void main() { #endif // Accumulate: - color_accum += kernel[i].rgb * color; + color*=kernel[i].x; + +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_s = texture(source_sss, offset).r; + color_weight+=color_s * kernel[i].x; + color*=color_s; +#endif + color_accum += color; + } +#ifdef ENABLE_STRENGTH_WEIGHTING + color_accum/=color_weight; +#endif frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) } else { frag_color = base_color; diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 988e31d1ea..73dec4f90c 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -170,7 +170,7 @@ vec3 tonemap_aces(vec3 color) { return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0)); } -vec3 tonemap_reindhart(vec3 color,vec3 white) { +vec3 tonemap_reindhart(vec3 color,float white) { return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); } |