diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas_uniforms_inc.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 8 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 19 | ||||
-rw-r--r-- | drivers/gles3/shaders/sky.glsl | 4 |
4 files changed, 19 insertions, 16 deletions
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl index e08a15e59d..852dccf415 100644 --- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl +++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl @@ -58,8 +58,8 @@ struct DrawData { uvec4 lights; }; -layout(std140) uniform GlobalVariableData { //ubo:1 - vec4 global_variables[MAX_GLOBAL_VARIABLES]; +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; }; layout(std140) uniform CanvasData { //ubo:0 diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 57f0d7d0b8..88464876f1 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -106,12 +106,12 @@ void main() { T[2] = N; for (int sample_num = 0; sample_num < sample_count; sample_num++) { - vec4 sample = sample_directions_mip[sample_num]; - vec3 L = T * sample.xyz; - vec3 val = textureLod(source_cube, L, sample.w).rgb; + vec4 sample_direction_mip = sample_directions_mip[sample_num]; + vec3 L = T * sample_direction_mip.xyz; + vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb; // Mix using linear val = srgb_to_linear(val); - sum.rgb += val * sample.z; + sum.rgb += val * sample_direction_mip.z; } sum /= weight; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 4f2be8bf60..4081d73ab0 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -104,8 +104,8 @@ layout(location = 14) in highp vec4 instance_xform2; layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw. #endif -layout(std140) uniform GlobalVariableData { //ubo:1 - vec4 global_variables[MAX_GLOBAL_VARIABLES]; +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; }; layout(std140) uniform SceneData { // ubo:2 @@ -399,8 +399,8 @@ uniform samplerCube radiance_map; // texunit:-2 #endif -layout(std140) uniform GlobalVariableData { //ubo:1 - vec4 global_variables[MAX_GLOBAL_VARIABLES]; +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; }; /* Material Uniforms */ @@ -686,7 +686,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif // LIGHT_ANISOTROPY_USED // F float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); + // Calculate Fresnel using cheap approximate specular occlusion term from Filament: + // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion + float f90 = clamp(50.0 * f0.g, 0.0, 1.0); + vec3 F = f0 + (f90 - f0) * cLdotH5; vec3 specular_brdf_NL = cNdotL * D * F * G; @@ -751,7 +754,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f if (omni_lights[idx].size > 0.0) { float t = omni_lights[idx].size / max(0.001, light_length); - size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t)); } light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, @@ -800,7 +803,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f if (spot_lights[idx].size > 0.0) { float t = spot_lights[idx].size / max(0.001, light_length); - size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t)); } light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, @@ -1107,7 +1110,7 @@ void main() { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); #endif } diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index 50ab38bc31..eb1befe38e 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -42,8 +42,8 @@ uniform sampler2D half_res; //texunit:-2 uniform sampler2D quarter_res; //texunit:-3 #endif -layout(std140) uniform GlobalVariableData { //ubo:1 - vec4 global_variables[MAX_GLOBAL_VARIABLES]; +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; }; struct DirectionalLightData { |