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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp3
-rw-r--r--drivers/gles3/shaders/canvas.glsl1
-rw-r--r--drivers/gles3/shaders/scene.glsl48
-rw-r--r--drivers/gles3/shaders/tonemap.glsl28
5 files changed, 45 insertions, 39 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7160668fe8..14c436fd00 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3931,7 +3931,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARDT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
@@ -4018,7 +4018,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 797441c3a1..58c0a104c1 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5024,6 +5024,9 @@ void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
+
+ light->version++;
+ light->instance_change_notify();
}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 5203f53fa2..8e8b693eb2 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -182,7 +182,6 @@ VERTEX_SHADER_CODE
color_interp = color;
#ifdef USE_PIXEL_SNAP
-
outvec.xy = floor(outvec + 0.5).xy;
#endif
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index bcaf4a57a8..598bd3465e 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -920,13 +920,14 @@ 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?
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
}
-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 metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+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 metallic, float specular, 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
@@ -1069,11 +1070,10 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_ANISOTROPY)
+ float alpha = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float rx = roughness / aspect;
- float ry = roughness * aspect;
- float ax = rx * rx;
- float ay = ry * ry;
+ float ax = alpha / aspect;
+ float ay = alpha * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
@@ -1085,11 +1085,11 @@ LIGHT_SHADER_CODE
float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
#endif
// F
- //float F0 = 1.0;
- //float cLdotH5 = SchlickFresnel(cLdotH);
- //float F = mix(cLdotH5, 1.0, F0);
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
- float specular_brdf_NL = cNdotL * D /* F */ * G;
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#endif
@@ -1191,7 +1191,7 @@ 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 metallic, 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 metallic, float specular, 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);
@@ -1245,10 +1245,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, rim * omni_attenuation, 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, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, 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, vec3 transmission, float roughness, float metallic, 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_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, 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);
@@ -1280,7 +1280,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, rim * spot_attenuation, 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, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
}
void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
@@ -1895,7 +1895,7 @@ FRAGMENT_SHADER_CODE
specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
#else
- light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, 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, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
@@ -1969,11 +1969,11 @@ FRAGMENT_SHADER_CODE
#else
for (int i = 0; i < omni_light_count; i++) {
- light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, 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, transmission, roughness, metallic, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
}
#endif //USE_VERTEX_LIGHTING
@@ -1994,7 +1994,7 @@ FRAGMENT_SHADER_CODE
diffuse_light *= ao_light_affect;
#endif
- //energy conservation
+ // base color remapping
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
@@ -2011,10 +2011,10 @@ FRAGMENT_SHADER_CODE
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 AB = vec2(-1.04, 1.04) * a004 + r.zw;
+ vec2 env = 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;
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
#endif
}
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index dd6d78849b..80ad003c80 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -124,13 +124,16 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
#endif
vec3 tonemap_filmic(vec3 color, float white) {
- const float A = 0.15f;
- const float B = 0.50f;
+ // exposure bias: input scale (color *= bias, white *= bias) to make the brighness consistent with other tonemappers
+ // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
+ // has no effect on the curve's general shape or visual properties
+ const float exposure_bias = 2.0f;
+ const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
+ const float B = 0.30f * exposure_bias;
const float C = 0.10f;
const float D = 0.20f;
- const float E = 0.02f;
+ const float E = 0.01f;
const float F = 0.30f;
- const float W = 11.2f;
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
@@ -139,10 +142,11 @@ vec3 tonemap_filmic(vec3 color, float white) {
}
vec3 tonemap_aces(vec3 color, float white) {
- const float A = 2.51f;
- const float B = 0.03f;
- const float C = 2.43f;
- const float D = 0.59f;
+ const float exposure_bias = 0.85f;
+ const float A = 2.51f * exposure_bias * exposure_bias;
+ const float B = 0.03f * exposure_bias;
+ const float C = 2.43f * exposure_bias * exposure_bias;
+ const float D = 0.59f * exposure_bias;
const float E = 0.14f;
vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
@@ -151,8 +155,8 @@ vec3 tonemap_aces(vec3 color, float white) {
return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
}
-vec3 tonemap_reindhart(vec3 color, float white) {
- return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here!
+vec3 tonemap_reinhard(vec3 color, float white) {
+ return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
}
vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
@@ -161,8 +165,8 @@ vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped
}
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
-#ifdef USE_REINDHART_TONEMAPPER
- return tonemap_reindhart(color, white);
+#ifdef USE_REINHARD_TONEMAPPER
+ return tonemap_reinhard(color, white);
#endif
#ifdef USE_FILMIC_TONEMAPPER