diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 26 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 22 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 3 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 23 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 7 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 110 |
9 files changed, 167 insertions, 39 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 3b3ce73264..e8c6502bf4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -869,7 +869,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl env->dof_blur_near_amount = p_amount; env->dof_blur_near_quality = p_quality; } -void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { +void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -878,9 +878,9 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_ env->glow_levels = p_level_flags; env->glow_intensity = p_intensity; env->glow_strength = p_strength; - env->glow_bloom = p_bloom_treshold; + env->glow_bloom = p_bloom_threshold; env->glow_blend_mode = p_blend_mode; - env->glow_hdr_bleed_treshold = p_hdr_bleed_treshold; + env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold; env->glow_hdr_bleed_scale = p_hdr_bleed_scale; env->glow_bicubic_upscale = p_bicubic_upscale; } @@ -1879,6 +1879,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo + bool use_radiance_map = false; if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info @@ -1892,6 +1893,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); + use_radiance_map = true; } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); @@ -1966,6 +1968,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); } else { @@ -1981,6 +1984,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map); if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); @@ -2163,7 +2167,19 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo ERR_FAIL_COND(!m); - bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture); + _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); + + while (m->next_pass.is_valid()) { + m = storage->material_owner.getornull(m->next_pass); + if (!m) + break; + _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); + } +} + +void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *m, bool p_shadow) { + + bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture || m->shader->spatial.unshaded); bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; @@ -3703,7 +3719,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD, env->glow_hdr_bleed_treshold); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); } else { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 5f0db446a9..37bbd60797 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -381,7 +381,7 @@ public: float glow_strength; float glow_bloom; VS::EnvironmentGlowBlendMode glow_blend_mode; - float glow_hdr_bleed_treshold; + float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; bool glow_bicubic_upscale; @@ -467,7 +467,7 @@ public: glow_strength = 1.0; glow_bloom = 0.0; glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT; - glow_hdr_bleed_treshold = 1.0; + glow_hdr_bleed_threshold = 1.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; @@ -522,7 +522,7 @@ public: virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality); virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); @@ -769,6 +769,8 @@ public: _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow); + _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow); + void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy); void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 036ff58719..14fb36f3b0 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1870,6 +1870,14 @@ void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_wid material->line_width = p_width; } +void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + + material->next_pass = p_next_material; +} + bool RasterizerStorageGLES3::material_is_animated(RID p_material) { Material *material = material_owner.get(p_material); @@ -1878,7 +1886,11 @@ bool RasterizerStorageGLES3::material_is_animated(RID p_material) { _update_material(material); } - return material->is_animated_cache; + bool animated = material->is_animated_cache; + if (!animated && material->next_pass.is_valid()) { + animated = material_is_animated(material->next_pass); + } + return animated; } bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { @@ -1888,7 +1900,13 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { _update_material(material); } - return material->can_cast_shadow_cache; + bool casts_shadows = material->can_cast_shadow_cache; + + if (!casts_shadows && material->next_pass.is_valid()) { + casts_shadows = material_casts_shadows(material->next_pass); + } + + return casts_shadows; } void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index d317d27656..183db534ac 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -496,6 +496,8 @@ public: Vector<RID> textures; float line_width; + RID next_pass; + uint32_t index; uint64_t last_pass; @@ -533,6 +535,7 @@ public: virtual Variant material_get_param(RID p_material, const StringName &p_param) const; virtual void material_set_line_width(RID p_material, float p_width); + virtual void material_set_next_pass(RID p_material, RID p_next_material); virtual bool material_is_animated(RID p_material); virtual bool material_casts_shadows(RID p_material); diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 6c568714f8..206f270f68 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -304,6 +304,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener uniform_sizes.resize(max_uniforms); uniform_alignments.resize(max_uniforms); uniform_defines.resize(max_uniforms); + bool uses_uniforms = false; for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { @@ -323,9 +324,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key()); r_gen_code.texture_hints[E->get().texture_order] = E->get().hint; } else { - if (r_gen_code.uniforms.empty()) { + if (!uses_uniforms) { r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); + uses_uniforms = true; } uniform_defines[E->get().order] = ucode; uniform_sizes[E->get().order] = _get_datatype_size(E->get().type); @@ -651,6 +653,14 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]); + if (r_gen_code.uniform_total_size) { //uniforms used? + int md = sizeof(float) * 4; + if (r_gen_code.uniform_total_size % md) { + r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md); + } + r_gen_code.uniform_total_size += md; //pad just in case + } + return OK; } @@ -700,7 +710,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ @@ -775,11 +785,18 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; /* PARTICLES SHADER */ diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index c821acadf5..33a7c9a22f 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -416,7 +416,8 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back(fragment_code4.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); + DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data())); + DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 10a803cafe..393ef2892a 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -204,7 +204,9 @@ vec4 textureDualParaboloidArray(vec3 normal) { vec3 norm = normalize(normal); norm.xy/=1.0+abs(norm.z); norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - norm.y+=max(0.0,sign(-norm.z))*0.5; + if (norm.z<0) { + norm.y=0.5-norm.y+0.5; + } return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0); } diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 8ca8e21f11..2550335174 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -14,7 +14,7 @@ uniform vec4 blur_section; void main() { - uv_interp = uv_in; + uv_interp = uv_in; gl_Position = vertex_attrib; #ifdef USE_BLUR_SECTION @@ -99,7 +99,7 @@ uniform highp float auto_exposure_grey; #endif uniform float glow_bloom; -uniform float glow_hdr_treshold; +uniform float glow_hdr_threshold; uniform float glow_hdr_scale; #endif @@ -262,7 +262,7 @@ void main() { frag_color*=exposure; float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); - float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom ); + float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom ); frag_color *= feedback; @@ -285,4 +285,3 @@ void main() { } - diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 29623a6296..6fbfeeff6c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -275,6 +275,19 @@ void main() { highp mat4 modelview = camera_inverse_matrix * world_matrix; highp mat4 local_projection = projection_matrix; +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = world_matrix * vertex; + normal = normalize((world_matrix * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif + //defines that make writing custom shaders easier #define projection_matrix local_projection #define world_transform world_matrix @@ -286,29 +299,42 @@ VERTEX_SHADER_CODE - -#if !defined(SKIP_TRANSFORM_USED) +//using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) vertex = modelview * vertex; normal = normalize((modelview * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((modelview * vec4(tangent,0.0)).xyz); + binormal = normalize((modelview * vec4(binormal,0.0)).xyz); +#endif #endif +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex_interp = vertex.xyz; - normal_interp = normal; + vertex = camera_inverse_matrix * vertex; + normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) -#if !defined(SKIP_TRANSFORM_USED) + tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif - tangent = normalize((modelview * vec4(tangent,0.0)).xyz); - binormal = normalize((modelview * vec4(binormal,0.0)).xyz); + vertex_interp = vertex.xyz; + normal_interp = normal; -#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) tangent_interp = tangent; binormal_interp = binormal; #endif + #ifdef RENDER_DEPTH @@ -749,6 +775,10 @@ LIGHT_SHADER_CODE diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; } +#elif defined(DIFFUSE_TOON) + + diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color; + #elif defined(DIFFUSE_BURLEY) { @@ -779,6 +809,37 @@ LIGHT_SHADER_CODE if (roughness > 0.0) { + + // D + +#if defined(SPECULAR_BLINN) + + vec3 H = normalize(V + L); + float dotNH = max(dot(N,H), 0.0 ); + float intensity = pow( dotNH, (1.0-roughness) * 256.0); + specular += light_color * intensity * specular_blob_intensity; + +#elif defined(SPECULAR_PHONG) + + vec3 R = normalize(-reflect(L,N)); + float dotNV = max(0.0,dot(R,V)); + float intensity = pow( dotNV, (1.0-roughness) * 256.0); + specular += light_color * intensity * specular_blob_intensity; + +#elif defined(SPECULAR_TOON) + + vec3 R = normalize(-reflect(L,N)); + float dotNV = dot(R,V); + float mid = 1.0-roughness; + mid*=mid; + float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV) * mid; + diffuse += light_color * intensity * specular_blob_intensity; //write to diffuse, as in toon shading you generally want no reflection + +#elif defined(SPECULAR_DISABLED) + //none.. + +#else + // shlick+ggx as default float alpha = roughness * roughness; vec3 H = normalize(V + L); @@ -786,7 +847,6 @@ LIGHT_SHADER_CODE float dotNH = max(dot(N,H), 0.0 ); float dotLH = max(dot(L,H), 0.0 ); - // D #if defined(LIGHT_USE_ANISOTROPY) float aspect = sqrt(1.0-anisotropy*0.9); @@ -818,6 +878,7 @@ LIGHT_SHADER_CODE float speci = dotNL * D * F * vis; specular += speci * light_color * specular_blob_intensity; +#endif #if defined(LIGHT_USE_CLEARCOAT) float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); @@ -908,7 +969,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -959,11 +1020,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -992,7 +1053,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1451,6 +1512,11 @@ FRAGMENT_SHADER_CODE ambient_light*=ambient_energy; + float specular_blob_intensity=1.0; +#if defined(SPECULAR_TOON) + specular_blob_intensity*=specular * 2.0; +#endif + #ifdef USE_LIGHT_DIRECTIONAL vec3 light_attenuation=vec3(1.0); @@ -1590,7 +1656,7 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif //#USE_LIGHT_DIRECTIONAL @@ -1606,8 +1672,6 @@ FRAGMENT_SHADER_CODE highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0); highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0); - - for(int i=0;i<reflection_count;i++) { reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum); } @@ -1620,11 +1684,11 @@ FRAGMENT_SHADER_CODE } for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } @@ -1656,11 +1720,15 @@ FRAGMENT_SHADER_CODE diffuse_light=mix(diffuse_light,vec3(0.0),metallic); ambient_light=mix(ambient_light,vec3(0.0),metallic); { + +#if defined(DIFFUSE_TOON) + //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 dielectric = vec3(0.034) * 0.5 * 2.0; vec3 f0 = mix(dielectric, albedo, metallic); const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); @@ -1669,6 +1737,8 @@ FRAGMENT_SHADER_CODE vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw; specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0; +#endif + } if (fog_color_enabled.a > 0.5) { |