diff options
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/scene_forward.glsl | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl index 1bd11c4288..bacf6f3e67 100644 --- a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl +++ b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl @@ -351,6 +351,8 @@ layout(location = 0) out vec4 frag_color; // E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). // Eqns 71-72 and 85-86 (see also Eqns 43 and 80). +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + float G_GGX_2cos(float cos_theta_m, float alpha) { // Schlick's approximation // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) @@ -892,6 +894,10 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal,float roughness } #endif //USE_LIGHTMAP } + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + void main() { #ifdef MODE_DUAL_PARABOLOID @@ -1030,7 +1036,8 @@ FRAGMENT_SHADER_CODE vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3( 0.0, 0.0, 0.0); -#ifndef MODE_RENDER_DEPTH +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + if (scene_data.use_reflection_cubemap){ vec3 ref_vec = reflect(-view, normal); @@ -1070,7 +1077,8 @@ FRAGMENT_SHADER_CODE } #endif // USE_LIGHTMAP -#endif // MODE_RENDER_DEPTH +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + //radiance @@ -1080,7 +1088,7 @@ FRAGMENT_SHADER_CODE specular_blob_intensity *= specular * 2.0; #endif -#ifndef MODE_RENDER_DEPTH +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //gi probes //lightmap @@ -1306,7 +1314,7 @@ FRAGMENT_SHADER_CODE } -#endif //!MODE_RENDER_DEPTH + #ifdef USE_SHADOW_TO_OPACITY alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); @@ -1327,6 +1335,7 @@ FRAGMENT_SHADER_CODE #endif // USE_SHADOW_TO_OPACITY +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) #ifdef MODE_RENDER_DEPTH @@ -1351,7 +1360,7 @@ FRAGMENT_SHADER_CODE #ifdef MODE_MULTIPLE_RENDER_TARGETS -#ifdef USE_NO_SHADING +#ifdef MODE_UNSHADED diffuse_buffer = vec4(albedo.rgb, 0.0); specular_buffer = vec4(0.0); @@ -1364,7 +1373,7 @@ FRAGMENT_SHADER_CODE #else //MODE_MULTIPLE_RENDER_TARGETS -#ifdef USE_NO_SHADING +#ifdef MODE_UNSHADED frag_color = vec4(albedo, alpha); #else frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); |