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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp21
-rw-r--r--drivers/gles3/shaders/scene.glsl24
2 files changed, 24 insertions, 21 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 0ce6c73f92..eaf0b06664 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
-
+#include "math_funcs.h"
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
@@ -2534,9 +2534,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ //compensate normalized diffuse range by multiplying by PI
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
//omni, keep at 0
@@ -2674,9 +2675,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -2760,9 +2761,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 5c7cfecf3e..41d5ef5bc9 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1,5 +1,6 @@
[vertex]
+#define M_PI 3.14159265359
/*
from VisualServer:
@@ -166,7 +167,7 @@ out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
float dotNL = max(dot(N,L), 0.0 );
- diffuse += dotNL * light_color;
+ diffuse += dotNL * light_color / M_PI;
if (roughness > 0.0) {
@@ -932,7 +933,7 @@ LIGHT_SHADER_CODE
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);
- light_amount = diffuse_color * dotNL * (A + vec3(B) * s / t) / M_PI;
+ light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
}
#elif defined(DIFFUSE_TOON)
@@ -952,7 +953,7 @@ LIGHT_SHADER_CODE
float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
- light_amount = ( (1.0 / M_PI) * FdV * FdL );
+ light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
@@ -965,11 +966,11 @@ LIGHT_SHADER_CODE
}
#else
//lambert
- light_amount = dotNL;
+ light_amount = dotNL / M_PI;
#endif
#if defined(TRANSMISSION_USED)
- diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission) * attenuation;
+ diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation;
#else
diffuse += light_color * diffuse_color * light_amount * attenuation;
#endif
@@ -1944,18 +1945,19 @@ FRAGMENT_SHADER_CODE
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
#else
- //brdf approximation (Lazarov 2013)
- float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
- vec3 dielectric = vec3(0.034) * specular * 2.0;
//energy conservation
- vec3 f0 = mix(dielectric, albedo, metallic);
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
+ vec3 specular_color = mix(dielectric, albedo, metallic);
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
- vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
+ vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
- specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
+ specular_light *= AB.x * specular_color + AB.y;
#endif
}