diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 51 |
1 files changed, 22 insertions, 29 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index fa68f0063f..1b922fa726 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -503,8 +503,7 @@ multiview_data; /* clang-format on */ -//directional light data - +// Directional light data. #ifndef DISABLE_LIGHT_DIRECTIONAL struct DirectionalLightData { @@ -520,11 +519,12 @@ layout(std140) uniform DirectionalLights { // ubo:7 DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; }; -#endif +#endif // !DISABLE_LIGHT_DIRECTIONAL + +// Omni and spot light data. +#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) -// omni and spot -#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) -struct LightData { //this structure needs to be as packed as possible +struct LightData { // This structure needs to be as packed as possible. highp vec3 position; highp float inv_radius; @@ -539,9 +539,9 @@ struct LightData { //this structure needs to be as packed as possible mediump float specular_amount; mediump float shadow_opacity; }; + #ifndef DISABLE_LIGHT_OMNI layout(std140) uniform OmniLightData { // ubo:5 - LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint omni_light_indices[MAX_FORWARD_LIGHTS]; @@ -549,9 +549,7 @@ uniform uint omni_light_count; #endif #ifndef DISABLE_LIGHT_SPOT - layout(std140) uniform SpotLightData { // ubo:6 - LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint spot_light_indices[MAX_FORWARD_LIGHTS]; @@ -562,7 +560,7 @@ uniform uint spot_light_count; uniform highp samplerCubeShadow positional_shadow; // texunit:-4 #endif -#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) +#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) #ifdef USE_MULTIVIEW uniform highp sampler2DArray depth_buffer; // texunit:-6 @@ -585,6 +583,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { } #if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) + float D_GGX(float cos_theta_m, float alpha) { float a = cos_theta_m * alpha; float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a); @@ -641,7 +640,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte /* clang-format off */ - #CODE : LIGHT /* clang-format on */ @@ -672,11 +670,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI); - #elif defined(DIFFUSE_BURLEY) - { float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); @@ -684,7 +679,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; } #else - // lambert + // Lambert diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif @@ -720,7 +715,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte // shlick+ggx as default float alpha_ggx = roughness * roughness; #if defined(LIGHT_ANISOTROPY_USED) - float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha_ggx / aspect; float ay = alpha_ggx * aspect; @@ -728,7 +722,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); -#else // LIGHT_ANISOTROPY_USED +#else float D = D_GGX(cNdotH, alpha_ggx); float G = V_GGX(cNdotL, cNdotV, alpha_ggx); #endif // LIGHT_ANISOTROPY_USED @@ -768,10 +762,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0)); #endif -#endif //defined(LIGHT_CODE_USED) +#endif // LIGHT_CODE_USED } -float get_omni_attenuation(float distance, float inv_range, float decay) { +float get_omni_spot_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; nd *= nd; nd *= nd; // nd^4 @@ -779,6 +773,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { nd *= nd; // nd^2 return nd * pow(max(distance, 0.0001), -decay); } + #ifndef DISABLE_LIGHT_OMNI void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED @@ -796,7 +791,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].position - vertex; float light_length = length(light_rel_vec); - float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); + float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); vec3 color = omni_lights[idx].color; float size_A = 0.0; @@ -842,7 +837,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f vec3 light_rel_vec = spot_lights[idx].position - vertex; float light_length = length(light_rel_vec); - float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); + float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); vec3 spot_dir = spot_lights[idx].direction; float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle); float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle)); @@ -872,7 +867,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f diffuse_light, specular_light); } #endif // !DISABLE_LIGHT_SPOT -#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) + +#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) #ifndef MODE_RENDER_DEPTH vec4 fog_process(vec3 vertex) { @@ -1070,15 +1066,11 @@ void main() { fog = fog_process(vertex); } #endif // !DISABLE_FOG -#endif //!CUSTOM_FOG_USED +#endif // !CUSTOM_FOG_USED uint fog_rg = packHalf2x16(fog.rg); uint fog_ba = packHalf2x16(fog.ba); -#endif //!MODE_RENDER_DEPTH - -#ifndef MODE_RENDER_DEPTH - // Convert colors to linear albedo = srgb_to_linear(albedo); emission = srgb_to_linear(emission); @@ -1199,7 +1191,7 @@ void main() { diffuse_light, specular_light); } -#endif //!DISABLE_LIGHT_DIRECTIONAL +#endif // !DISABLE_LIGHT_DIRECTIONAL #ifndef DISABLE_LIGHT_OMNI for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) { @@ -1246,9 +1238,10 @@ void main() { #endif diffuse_light, specular_light); } - #endif // !DISABLE_LIGHT_SPOT + #endif // !MODE_UNSHADED + #endif // !MODE_RENDER_DEPTH #if defined(USE_SHADOW_TO_OPACITY) |