diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 10 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 149 | ||||
-rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 25 |
3 files changed, 92 insertions, 92 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index ae41a936c6..44a9909bd7 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -2473,7 +2473,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) { glGenBuffers(1, &material->ubo_id); glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id); - glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_STATIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); material->ubo_size = material->shader->ubo_size; } @@ -3768,7 +3768,7 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances glGenBuffers(1, &multimesh->buffer); glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer); - glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), NULL, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } @@ -5215,7 +5215,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) glBindVertexArray(particles->particle_vaos[i]); glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]); - glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW); for (int i = 0; i < 6; i++) { glEnableVertexAttribArray(i); @@ -6198,7 +6198,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { rt->buffers.effects_active = true; } - if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) { + if (!rt->flags[RENDER_TARGET_NO_SAMPLING] && rt->width >= 2 && rt->height >= 2) { for (int i = 0; i < 2; i++) { @@ -6511,7 +6511,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, if (!co->vertex_id) { glGenBuffers(1, &co->vertex_id); glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); - glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW); } else { glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index dee5994124..341a5bf2c7 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -164,7 +164,7 @@ uniform int spot_light_count; out vec4 diffuse_light_interp; 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) { +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 / M_PI; @@ -888,9 +888,13 @@ float GTR1(float NdotH, float a) return (a2-1.0) / (M_PI*log(a2)*t); } +vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { + float dielectric = (0.034 * 2.0) * specular; + // energy conservation + return mix(vec3(dielectric), albedo, metallic); // TODO: reference? +} - -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 attenuation,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader @@ -904,41 +908,42 @@ LIGHT_SHADER_CODE #else - - float dotNL = max(dot(N,L), 0.0 ); + float NdotL = dot(N,L); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + float NdotV = dot(N, V); + float cNdotV = max(NdotV, 0.0); #if defined(DIFFUSE_OREN_NAYAR) - vec3 light_amount; + vec3 diffuse_brdf_NL; #else - float light_amount; + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #endif #if defined(DIFFUSE_LAMBERT_WRAP) //energy conserving lambert wrap shader - light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + 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); - float NdotL = dot(L, N); - float NdotV = dot(N, V); + float s = LdotV - NdotL * NdotV; float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); - float sigma2 = roughness * roughness; + 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); - light_amount = dotNL * (A + vec3(B) * s / t) / M_PI; + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); } #elif defined(DIFFUSE_TOON) - light_amount = smoothstep(-roughness,max(roughness,0.01),dot(N,L)); + diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL); #elif defined(DIFFUSE_BURLEY) @@ -946,40 +951,38 @@ LIGHT_SHADER_CODE vec3 H = normalize(V + L); - float NoL = max(0.0,dot(N, L)); - float LoH = max(0.0,dot(L, H)); - float NoV = max(0.0,dot(N, V)); - - 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 ) * NoL; + 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 - NoL, 5.0); - float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NoV, 5.0); + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); - light_amount = lightScatter * viewScatter * energyFactor;*/ + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/ } #else //lambert - light_amount = dotNL / M_PI; + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif #if defined(TRANSMISSION_USED) - diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation; + diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; #else - diffuse += light_color * diffuse_color * light_amount * attenuation; + diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; #endif - float dotNV = max(dot(N,V), 0.0 ); + #if defined(LIGHT_USE_RIM) - float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0); - diffuse += 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 @@ -991,25 +994,25 @@ LIGHT_SHADER_CODE #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 * attenuation; + float cNdotH = max(dot(N,H), 0.0 ); + float intensity = pow( cNdotH, (1.0-roughness) * 256.0); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; #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 * attenuation; + float cRdotV = max(0.0,dot(R,V)); + float intensity = pow( cRdotV, (1.0-roughness) * 256.0); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L,N)); - float dotNV = dot(R,V); + float RdotV = 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 * attenuation; //write to diffuse, as in toon shading you generally want no reflection + float intensity = smoothstep(mid-roughness*0.5, mid+roughness*0.5, RdotV) * mid; + diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection #elif defined(SPECULAR_DISABLED) //none.. @@ -1020,8 +1023,8 @@ LIGHT_SHADER_CODE vec3 H = normalize(V + L); - float dotNH = max(dot(N,H), 0.0 ); - float dotLH = max(dot(L,H), 0.0 ); + float cNdotH = max(dot(N,H), 0.0); + float cLdotH = max(dot(L,H), 0.0); #if defined(LIGHT_USE_ANISOTROPY) @@ -1030,44 +1033,46 @@ LIGHT_SHADER_CODE float ry = roughness*aspect; float ax = rx*rx; float ay = ry*ry; - float dotXH = dot( T, H ); - float dotYH = dot( B, H ); - float pi = M_PI; - float denom = dotXH*dotXH / (ax*ax) + dotYH*dotYH / (ay*ay) + dotNH*dotNH; - float D = 1.0 / ( pi * ax*ay * denom*denom ); + float XdotH = dot( T, H ); + float YdotH = dot( B, H ); + float denom = XdotH*XdotH / (ax*ax) + YdotH*YdotH / (ay*ay) + cNdotH*cNdotH; + float D = 1.0 / ( M_PI * ax*ay * denom*denom ); #else float alphaSqr = alpha * alpha; - float pi = M_PI; - float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0; - float D = alphaSqr / (pi * denom * denom); + float denom = cNdotH * cNdotH * (alphaSqr - 1.0) + 1.0; + float D = alphaSqr / (M_PI * denom * denom); #endif // F - float F0 = 1.0; - float dotLH5 = SchlickFresnel( dotLH ); - float F = F0 + (1.0 - F0) * (dotLH5); + float F0 = 1.0; // FIXME + float cLdotH5 = SchlickFresnel(cLdotH); + float F = mix(cLdotH5, 1.0, F0); // V float k = alpha / 2.0f; - float vis = G1V(dotNL, k) * G1V(dotNV, k); + float vis = G1V(cNdotL, k) * G1V(cNdotV, k); - float speci = dotNL * D * F * vis; + float speci = cNdotL * D * F * vis; - specular += speci * light_color * specular_blob_intensity * attenuation; + specular_light += speci * light_color * specular_blob_intensity * attenuation; #endif #if defined(LIGHT_USE_CLEARCOAT) -# if !defined(SPECULAR_SCHLICK_GGX) + +# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) vec3 H = normalize(V + L); - float dotLH5 = SchlickFresnel( dotLH ); - float dotNH = max(dot(N,H), 0.0 ); # 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); +#endif + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G1V(cNdotL, .25) * G1V(cNdotV, .25); - float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); - float Fr = mix(.04, 1.0, dotLH5); - float Gr = G1V(dotNL, .25) * G1V(dotNV, .25); - specular += .25*clearcoat*Gr*Fr*Dr; + specular_light += .25*clearcoat*Gr*Fr*Dr; #endif } @@ -1095,9 +1100,7 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0)); return avg*(1.0/13.0); -#endif - -#ifdef SHADOW_MODE_PCF_5 +#elif defined(SHADOW_MODE_PCF_5) float avg=textureProj(shadow,vec4(pos,depth,1.0)); avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); @@ -1105,11 +1108,11 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); return avg*(1.0/5.0); -#endif -#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13) +#else return textureProj(shadow,vec4(pos,depth,1.0)); + #endif } @@ -1151,7 +1154,7 @@ 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, vec3 transmission, 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) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, 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 ); @@ -1940,9 +1943,9 @@ FRAGMENT_SHADER_CODE - //energu conservation - diffuse_light=mix(diffuse_light,vec3(0.0),metallic); - ambient_light=mix(ambient_light,vec3(0.0),metallic); + //energy conservation + diffuse_light *= 1.0-metallic; // TODO: avoid diffuse and ambient light calculations when metallic == 1 + ambient_light *= 1.0-metallic; { @@ -1951,9 +1954,6 @@ FRAGMENT_SHADER_CODE //simplify for toon, as specular_light *= specular * metallic * albedo * 2.0; #else - //energy conservation - 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); @@ -1963,6 +1963,7 @@ FRAGMENT_SHADER_CODE float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; + vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); specular_light *= AB.x * specular_color + AB.y; #endif diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index 20c3b7473f..fc66d66198 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -82,18 +82,18 @@ QUALIFIER vec2 kernel[17] = vec2[]( const int kernel_size=11; -QUALIFIER vec4 kernel[11] = vec4[]( - vec4(0.560479, 0.0), - vec4(0.00471691, -2.0), - vec4(0.0192831, -1.28), - vec4(0.03639, -0.72), - vec4(0.0821904, -0.32), - vec4(0.0771802, -0.08), - vec4(0.0771802, 0.08), - vec4(0.0821904, 0.32), - vec4(0.03639, 0.72), - vec4(0.0192831, 1.28), - vec4(0.00471691,2.0) +QUALIFIER vec2 kernel[11] = vec2[]( + vec2(0.560479, 0.0), + vec2(0.00471691, -2.0), + vec2(0.0192831, -1.28), + vec2(0.03639, -0.72), + vec2(0.0821904, -0.32), + vec2(0.0771802, -0.08), + vec2(0.0771802, 0.08), + vec2(0.0821904, 0.32), + vec2(0.03639, 0.72), + vec2(0.0192831, 1.28), + vec2(0.00471691,2.0) ); #endif //USE_11_SAMPLES @@ -190,4 +190,3 @@ void main() { frag_color = base_color; } } - |