-Fix for multiple reflection probes causing issues.

-Fix for positional sound corruption to avoid making people deaf.
This commit is contained in:
Juan Linietsky 2017-07-15 18:40:47 -03:00
parent 6422b9d150
commit 741145febd
8 changed files with 74 additions and 32 deletions

View file

@ -1093,27 +1093,19 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
}
vec3 splane=normalize(local_ref_vec);
vec4 clamp_rect=reflections[idx].atlas_clamp;
splane.z*=-1.0;
if (splane.z>=0.0) {
splane.z+=1.0;
clamp_rect.y+=clamp_rect.w;
} else {
splane.z=1.0 - splane.z;
splane.y=-splane.y;
vec3 norm = normalize(local_ref_vec);
norm.xy/=1.0+abs(norm.z);
norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
if (norm.z>0) {
norm.y=0.5-norm.y+0.5;
}
splane.xy/=splane.z;
splane.xy=splane.xy * 0.5 + 0.5;
splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
highp vec4 reflection;
reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb;
reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb;
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox,reflection.rgb,blend);
@ -1466,6 +1458,7 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light;
vec3 diffuse_light = vec3(0.0,0.0,0.0);
vec3 env_reflection_light = vec3(0.0,0.0,0.0);
vec3 eye_vec = -normalize( vertex_interp );
@ -1483,7 +1476,7 @@ FRAGMENT_SHADER_CODE
vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
specular_light = radiance;
env_reflection_light = radiance;
}
//no longer a cubemap
@ -1673,12 +1666,15 @@ FRAGMENT_SHADER_CODE
highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
for(int i=0;i<reflection_count;i++) {
reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum);
}
if (reflection_accum.a>0.0) {
specular_light+=reflection_accum.rgb/reflection_accum.a;
} else {
specular_light+=env_reflection_light;
}
if (ambient_accum.a>0.0) {
ambient_light+=ambient_accum.rgb/ambient_accum.a;
}