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added radiance when using clear color and fixed brdf
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f52c294a74
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4 changed files with 54 additions and 44 deletions
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@ -1802,6 +1802,7 @@ FRAGMENT_SHADER_CODE
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ambient_light = vec3(0.0, 0.0, 0.0);
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#else
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ambient_light = ambient_light_color.rgb;
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env_reflection_light = bg_color.rgb * bg_energy;
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#endif //AMBIENT_LIGHT_DISABLED
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#endif
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@ -1813,6 +1814,39 @@ FRAGMENT_SHADER_CODE
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specular_blob_intensity *= specular * 2.0;
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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env_reflection_light *= env.x * f0 + env.y;
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#if defined(USE_LIGHT_DIRECTIONAL)
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vec3 light_attenuation = vec3(1.0);
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@ -2004,25 +2038,6 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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#ifdef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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@ -2063,18 +2078,6 @@ FRAGMENT_SHADER_CODE
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#endif
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}
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