diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 86 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 14 |
2 files changed, 50 insertions, 50 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e08e9d1117..d4db6ed113 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -181,7 +181,7 @@ void main() { #else // look up transform from the "pose texture" { - + for (int i = 0; i < 4; i++) { ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); @@ -252,7 +252,7 @@ VERTEX_SHADER_CODE float z_ofs = light_bias; z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias; - + vertex_interp.z -= z_ofs; #endif @@ -460,7 +460,7 @@ float sample_shadow(highp sampler2D shadow, vec4 clamp_rect) { // vec4 depth_value = texture2D(shadow, pos); - + // return depth_value.z; return texture2DProj(shadow, vec4(pos, depth, 1.0)).r; // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0; @@ -469,22 +469,22 @@ float sample_shadow(highp sampler2D shadow, #endif -void main() +void main() { highp vec3 vertex = vertex_interp; - vec3 albedo = vec3(0.8, 0.8, 0.8); + vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; - vec3 emission = vec3(0.0, 0.0, 0.0); + vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; float clearcoat_gloss = 0.0; - float anisotropy = 1.0; - vec2 anisotropy_flow = vec2(1.0,0.0); + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); float alpha = 1.0; float side = 1.0; @@ -536,7 +536,7 @@ FRAGMENT_SHADER_CODE normal = normalize(normal); vec3 N = normal; - + vec3 specular_light = vec3(0.0, 0.0, 0.0); vec3 diffuse_light = vec3(0.0, 0.0, 0.0); @@ -551,7 +551,7 @@ FRAGMENT_SHADER_CODE discard; } #endif - + // // Lighting // @@ -621,11 +621,11 @@ FRAGMENT_SHADER_CODE vec3 light_vec = -light_direction; vec3 attenuation = vec3(1.0, 1.0, 1.0); - + float depth_z = -vertex.z; - + if (light_has_shadow > 0.5) { - + #ifdef LIGHT_USE_PSSM4 if (depth_z < light_split_offsets.w) { #elif defined(LIGHT_USE_PSSM2) @@ -633,36 +633,36 @@ FRAGMENT_SHADER_CODE #else if (depth_z < light_split_offsets.x) { #endif - + vec3 pssm_coord; float pssm_fade = 0.0; - + #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; vec3 pssm_coord2; bool use_blend = true; #endif - + #ifdef LIGHT_USE_PSSM4 if (depth_z < light_split_offsets.y) { if (depth_z < light_split_offsets.x) { highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; - + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; - + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif } @@ -689,15 +689,15 @@ FRAGMENT_SHADER_CODE #endif } } - + #endif // LIGHT_USE_PSSM4 - + #ifdef LIGHT_USE_PSSM2 if (depth_z < light_split_offsets.x) { - + highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; @@ -711,29 +711,29 @@ FRAGMENT_SHADER_CODE use_blend = false; #endif } - + #endif // LIGHT_USE_PSSM2 - + #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) { highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; } #endif - + float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp); - + #ifdef LIGHT_USE_PSSM_BLEND if (use_blend) { shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); } #endif - + attenuation *= shadow; - - + + } - + } light_compute(normal, @@ -758,19 +758,19 @@ FRAGMENT_SHADER_CODE } else if (light_type == LIGHT_TYPE_SPOT) { vec3 light_att = vec3(1.0); - + if (light_has_shadow > 0.5) { highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0)); splane.xyz /= splane.w; - + float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp); - + if (shadow > splane.z) { } else { light_att = vec3(0.0); } - - + + } vec3 light_rel_vec = light_position - vertex; @@ -788,7 +788,7 @@ FRAGMENT_SHADER_CODE spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); light_att *= vec3(spot_attenuation); - + light_compute(normal, normalize(light_rel_vec), eye_position, @@ -837,9 +837,9 @@ FRAGMENT_SHADER_CODE } ambient_light *= ambient_energy; - + specular_light += env_reflection_light; - + ambient_light *= albedo; #if defined(ENABLE_AO) @@ -848,12 +848,12 @@ FRAGMENT_SHADER_CODE specular_light *= ao_light_affect; diffuse_light *= ao_light_affect; #endif - + diffuse_light *= 1.0 - metallic; ambient_light *= 1.0 - metallic; - + // environment BRDF approximation - + // TODO shadeless { const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 6fd85cc1dd..dee8bcbc58 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -339,7 +339,7 @@ void main() { #endif #endif - float roughness=0.0; + float roughness = 1.0; //defines that make writing custom shaders easier #define projection_matrix local_projection @@ -1608,18 +1608,18 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; - vec3 albedo = vec3(0.8,0.8,0.8); + vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; - vec3 emission = vec3(0.0,0.0,0.0); + vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; - float clearcoat=0.0; - float clearcoat_gloss=0.0; - float anisotropy = 1.0; - vec2 anisotropy_flow = vec2(1.0,0.0); + float clearcoat = 0.0; + float clearcoat_gloss = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); #if defined(ENABLE_AO) float ao=1.0; |