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Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
This commit is contained in:
parent
23207fcfdd
commit
9b61c855ef
18 changed files with 1548 additions and 539 deletions
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@ -7,9 +7,12 @@ mode_depth = #define MODE_RENDER_DEPTH
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#[specializations]
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USE_LIGHTMAP = false
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USE_LIGHT_DIRECTIONAL = false
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USE_LIGHT_POSITIONAL = false
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DISABLE_LIGHTMAP = false
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DISABLE_LIGHT_DIRECTIONAL = false
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DISABLE_LIGHT_OMNI = false
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DISABLE_LIGHT_SPOT = false
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DISABLE_FOG = false
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USE_RADIANCE_MAP = true
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#[vertex]
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@ -109,12 +112,14 @@ layout(std140) uniform SceneData { // ubo:2
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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uint ambient_flags;
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bool material_uv2_mode;
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float opaque_prepass_threshold;
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//bool use_ambient_light;
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//bool use_ambient_cubemap;
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//bool use_reflection_cubemap;
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float pad2;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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float fog_aerial_perspective;
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float time;
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mat3 radiance_inverse_xform;
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@ -130,13 +135,6 @@ layout(std140) uniform SceneData { // ubo:2
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vec3 fog_light_color;
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float fog_sun_scatter;
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float fog_aerial_perspective;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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}
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scene_data;
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@ -169,7 +167,7 @@ out vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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@ -191,9 +189,6 @@ layout(std140) uniform MaterialUniforms { // ubo:3
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#GLOBALS
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/* clang-format on */
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out highp vec4 position_interp;
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invariant gl_Position;
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void main() {
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@ -206,21 +201,16 @@ void main() {
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#endif
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highp mat3 model_normal_matrix = mat3(model_matrix);
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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vec3 tangent;
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float binormalf;
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tangent = normal_tangent_attrib.xyz;
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binormalf = normal_tangent_attrib.a;
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
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float binormalf = tangent_attrib.a * 2.0 - 1.0;
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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#endif
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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#if defined(UV_USED)
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uv_interp = uv_attrib;
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#endif
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@ -306,7 +296,7 @@ void main() {
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normal_interp = normal;
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#endif
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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@ -316,16 +306,6 @@ void main() {
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#else
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gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
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#endif
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#ifdef MODE_RENDER_DEPTH
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if (scene_data.pancake_shadows) {
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if (gl_Position.z <= 0.00001) {
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gl_Position.z = 0.00001;
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}
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}
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#endif
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position_interp = gl_Position;
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}
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/* clang-format off */
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@ -357,10 +337,9 @@ void main() {
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*/
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uniform highp mat4 world_transform;
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#define M_PI 3.14159265359
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/* clang-format on */
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#define M_PI 3.14159265359
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#define SHADER_IS_SRGB true
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/* Varyings */
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@ -381,7 +360,7 @@ in vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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in vec3 tangent_interp;
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in vec3 binormal_interp;
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#endif
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@ -392,29 +371,11 @@ in vec3 normal_interp;
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in highp vec3 vertex_interp;
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/* PBR CHANNELS */
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#ifdef USE_RADIANCE_MAP
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layout(std140) uniform Radiance { // ubo:4
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mat4 radiance_inverse_xform;
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float radiance_ambient_contribution;
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};
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#define RADIANCE_MAX_LOD 5.0
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uniform sampler2D radiance_map; // texunit:-2
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vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
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vec3 norm = normalize(p_vec);
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norm.xy /= 1.0 + abs(norm.z);
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norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
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if (norm.z > 0.0) {
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norm.y = 0.5 - norm.y + 0.5;
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}
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return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
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}
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uniform samplerCube radiance_map; // texunit:-2
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#endif
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@ -448,12 +409,14 @@ layout(std140) uniform SceneData { // ubo:2
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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uint ambient_flags;
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bool material_uv2_mode;
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float opaque_prepass_threshold;
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//bool use_ambient_light;
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//bool use_ambient_cubemap;
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//bool use_reflection_cubemap;
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float pad2;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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float fog_aerial_perspective;
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float time;
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mat3 radiance_inverse_xform;
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@ -469,13 +432,6 @@ layout(std140) uniform SceneData { // ubo:2
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vec3 fog_light_color;
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float fog_sun_scatter;
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float fog_aerial_perspective;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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}
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scene_data;
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@ -487,7 +443,7 @@ scene_data;
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//directional light data
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#ifdef USE_LIGHT_DIRECTIONAL
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#ifndef DISABLE_LIGHT_DIRECTIONAL
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struct DirectionalLightData {
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mediump vec3 direction;
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@ -498,10 +454,14 @@ struct DirectionalLightData {
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mediump float specular;
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};
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layout(std140) uniform DirectionalLights { // ubo:7
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DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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};
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#endif
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// omni and spot
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#ifdef USE_LIGHT_POSITIONAL
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#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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struct LightData { //this structure needs to be as packed as possible
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highp vec3 position;
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highp float inv_radius;
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@ -517,36 +477,38 @@ struct LightData { //this structure needs to be as packed as possible
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mediump float specular_amount;
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bool shadow_enabled;
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};
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#ifndef DISABLE_LIGHT_OMNI
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layout(std140) uniform OmniLightData { // ubo:5
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LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
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};
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uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
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uniform int omni_light_count;
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#endif
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#ifndef DISABLE_LIGHT_SPOT
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layout(std140) uniform SpotLightData { // ubo:6
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LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
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};
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uniform highp samplerCubeShadow positional_shadow; // texunit:-6
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uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
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uniform int omni_light_count;
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uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
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uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
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uniform int spot_light_count;
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uniform int reflection_indices[MAX_FORWARD_LIGHTS];
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uniform int reflection_count;
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#endif
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#ifdef USE_ADDITIVE_LIGHTING
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uniform highp samplerCubeShadow positional_shadow; // texunit:-4
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#endif
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#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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uniform highp sampler2D screen_texture; // texunit:-5
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uniform highp sampler2D depth_buffer; // texunit:-6
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layout(location = 0) out vec4 frag_color;
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uniform highp mat4 world_transform;
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uniform mediump float opaque_prepass_threshold;
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in highp vec4 position_interp;
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layout(location = 0) out vec4 frag_color;
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vec3 F0(float metallic, float specular, vec3 albedo) {
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float dielectric = 0.16 * specular * specular;
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@ -555,7 +517,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
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return mix(vec3(dielectric), albedo, vec3(metallic));
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}
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#if defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL)
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#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
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float D_GGX(float cos_theta_m, float alpha) {
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float a = cos_theta_m * alpha;
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float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
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@ -588,7 +550,7 @@ float SchlickFresnel(float u) {
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return m2 * m2 * m; // pow(m,5)
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}
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void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
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void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@ -603,11 +565,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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#endif
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inout vec3 diffuse_light, inout vec3 specular_light) {
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vec4 orms_unpacked = unpackUnorm4x8(orms);
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float roughness = orms_unpacked.y;
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float metallic = orms_unpacked.z;
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#if defined(USE_LIGHT_SHADER_CODE)
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// light is written by the light shader
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@ -626,7 +583,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float NdotL = min(A + dot(N, L), 1.0);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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float cNdotV = max(NdotV, 1e-4);
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
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vec3 H = normalize(V + L);
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@ -752,15 +709,10 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
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return nd * pow(max(distance, 0.0001), -decay);
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}
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void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
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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,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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#ifdef LIGHT_TRANSMITTANCE_USED
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vec4 transmittance_color,
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float transmittance_depth,
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float transmittance_boost,
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#endif
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#ifdef LIGHT_RIM_USED
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float rim, float rim_tint,
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#endif
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@ -774,16 +726,15 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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vec3 light_rel_vec = omni_lights[idx].position - vertex;
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float light_length = length(light_rel_vec);
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float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
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vec3 light_attenuation = vec3(omni_attenuation);
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vec3 color = omni_lights[idx].color;
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float size_A = 0.0;
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if (omni_lights.data[idx].size > 0.0) {
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if (omni_lights[idx].size > 0.0) {
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float t = omni_lights[idx].size / max(0.001, light_length);
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size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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}
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights[idx].specular_amount, albedo, alpha,
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@ -800,7 +751,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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specular_light);
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}
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void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
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void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@ -823,17 +774,16 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
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spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
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float light_attenuation = spot_attenuation;
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vec3 color = spot_lights[idx].color;
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float size_A = 0.0;
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if (spot_lights.data[idx].size > 0.0) {
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float t = spot_lights.data[idx].size / max(0.001, light_length);
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if (spot_lights[idx].size > 0.0) {
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float t = spot_lights[idx].size / max(0.001, light_length);
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size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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}
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights[idx].specular_amount, albedo, alpha,
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@ -848,7 +798,56 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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#endif
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diffuse_light, specular_light);
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}
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#endif // defined(USE_LIGHT_DIRECTIONAL) || defined(USE_LIGHT_POSITIONAL)
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#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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#ifndef MODE_RENDER_DEPTH
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vec4 fog_process(vec3 vertex) {
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vec3 fog_color = scene_data.fog_light_color;
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#ifdef USE_RADIANCE_MAP
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/*
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if (scene_data.fog_aerial_perspective > 0.0) {
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vec3 sky_fog_color = vec3(0.0);
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vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
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// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
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float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
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sky_fog_color = textureCubeLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
|
||||
|
||||
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
if (scene_data.fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
float sun_total = 0.0;
|
||||
vec3 view = normalize(vertex);
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
vec3 light_color = directional_lights[i].color * directional_lights[i].energy;
|
||||
float light_amount = pow(max(dot(view, directional_lights[i].direction), 0.0), 8.0);
|
||||
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
|
||||
}
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
|
||||
|
||||
if (abs(scene_data.fog_height_density) >= 0.0001) {
|
||||
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
||||
|
||||
float y_dist = y - scene_data.fog_height;
|
||||
|
||||
float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
|
||||
|
||||
fog_amount = max(vfog_amount, fog_amount);
|
||||
}
|
||||
|
||||
return vec4(fog_color, fog_amount);
|
||||
}
|
||||
|
||||
#endif // !MODE_RENDER_DEPTH
|
||||
|
||||
void main() {
|
||||
//lay out everything, whatever is unused is optimized away anyway
|
||||
|
|
@ -951,7 +950,7 @@ void main() {
|
|||
#ifdef USE_OPAQUE_PREPASS
|
||||
#if !defined(ALPHA_SCISSOR_USED)
|
||||
|
||||
if (alpha < scene_data.opaque_prepass_threshold) {
|
||||
if (alpha < opaque_prepass_threshold) {
|
||||
discard;
|
||||
}
|
||||
|
||||
|
|
@ -982,9 +981,31 @@ void main() {
|
|||
#endif
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
#ifndef CUSTOM_FOG_USED
|
||||
#ifndef DISABLE_FOG
|
||||
// fog must be processed as early as possible and then packed.
|
||||
// to maximize VGPR usage
|
||||
|
||||
if (scene_data.fog_enabled) {
|
||||
fog = fog_process(vertex);
|
||||
}
|
||||
#endif // !DISABLE_FOG
|
||||
#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);
|
||||
// TODO Backlight and transmittance when used
|
||||
#ifndef MODE_UNSHADED
|
||||
vec3 f0 = F0(metallic, specular, albedo);
|
||||
// Convert albedo to linear. Approximation from: http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
albedo = albedo * (albedo * (albedo * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
||||
|
|
@ -996,15 +1017,58 @@ void main() {
|
|||
float ndotv = clamp(dot(normal, view), 0.0, 1.0);
|
||||
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
|
||||
|
||||
// Calculate IBL
|
||||
// Calculate Reflection probes
|
||||
// Caclculate Lightmaps
|
||||
|
||||
float specular_blob_intensity = 1.0;
|
||||
|
||||
#if defined(SPECULAR_TOON)
|
||||
specular_blob_intensity *= specular * 2.0;
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
if (scene_data.use_reflection_cubemap) {
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
|
||||
vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
|
||||
vec3 anisotropic_tangent = cross(anisotropic_direction, view);
|
||||
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
|
||||
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
|
||||
vec3 ref_vec = reflect(-view, bent_normal);
|
||||
#else
|
||||
vec3 ref_vec = reflect(-view, normal);
|
||||
#endif
|
||||
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
|
||||
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
|
||||
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
|
||||
specular_light = srgb_to_linear(specular_light);
|
||||
specular_light *= horizon * horizon;
|
||||
specular_light *= scene_data.ambient_light_color_energy.a;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Calculate Reflection probes
|
||||
// Calculate Lightmaps
|
||||
|
||||
#if defined(CUSTOM_RADIANCE_USED)
|
||||
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
|
||||
#endif // CUSTOM_RADIANCE_USED
|
||||
|
||||
#ifndef USE_LIGHTMAP
|
||||
//lightmap overrides everything
|
||||
if (scene_data.use_ambient_light) {
|
||||
ambient_light = scene_data.ambient_light_color_energy.rgb;
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
if (scene_data.use_ambient_cubemap) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
vec3 cubemap_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
|
||||
cubemap_ambient = srgb_to_linear(cubemap_ambient);
|
||||
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif // USE_LIGHTMAP
|
||||
|
||||
#if defined(CUSTOM_IRRADIANCE_USED)
|
||||
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
|
||||
#endif // CUSTOM_IRRADIANCE_USED
|
||||
ambient_light *= albedo.rgb;
|
||||
|
||||
ambient_light *= ao;
|
||||
|
||||
// convert ao to direct light ao
|
||||
ao = mix(1.0, ao, ao_light_affect);
|
||||
|
||||
{
|
||||
#if defined(DIFFUSE_TOON)
|
||||
|
|
@ -1029,36 +1093,34 @@ void main() {
|
|||
|
||||
#endif // BASE_PASS
|
||||
|
||||
//this saves some VGPRs
|
||||
uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
|
||||
|
||||
#ifdef USE_LIGHT_DIRECTIONAL
|
||||
|
||||
float size_A = directional_lights[i].size;
|
||||
|
||||
light_compute(normal, directional_lights[i].direction, normalize(view), size_A, directional_lights[i].color * directional_lights[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
//diffuse_light = normal; //
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim, rim_tint,
|
||||
rim, rim_tint,
|
||||
#endif
|
||||
#ifdef LIGHT_CLEARCOAT_USED
|
||||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
#endif
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
binormal,
|
||||
tangent, anisotropy,
|
||||
binormal,
|
||||
tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
#endif //!DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
#endif //#USE_LIGHT_DIRECTIONAL
|
||||
|
||||
#ifdef USE_LIGHT_POSITIONAL
|
||||
float shadow = 0.0;
|
||||
for (int i = 0; i < omni_light_count; i++) {
|
||||
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_OMNI
|
||||
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
||||
if (i >= omni_light_count) {
|
||||
break;
|
||||
}
|
||||
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -1070,13 +1132,18 @@ void main() {
|
|||
clearcoat, clearcoat_roughness, normalize(normal_interp),
|
||||
#endif
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
tangent, binormal, anisotropy,
|
||||
binormal, tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_OMNI
|
||||
|
||||
for (int i = 0; i < spot_light_count; i++) {
|
||||
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, orms, shadow, albedo, alpha,
|
||||
#ifndef DISABLE_LIGHT_SPOT
|
||||
for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
|
||||
if (i >= spot_light_count) {
|
||||
break;
|
||||
}
|
||||
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 0.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
|
|
@ -1094,8 +1161,9 @@ void main() {
|
|||
diffuse_light, specular_light);
|
||||
}
|
||||
|
||||
#endif // USE_LIGHT_POSITIONAL
|
||||
#endif //!MODE_RENDER_DEPTH
|
||||
#endif // !DISABLE_LIGHT_SPOT
|
||||
#endif // !MODE_UNSHADED
|
||||
#endif // !MODE_RENDER_DEPTH
|
||||
|
||||
#if defined(USE_SHADOW_TO_OPACITY)
|
||||
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
|
||||
|
|
@ -1122,21 +1190,31 @@ void main() {
|
|||
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
|
||||
#else // !MODE_RENDER_DEPTH
|
||||
|
||||
specular_light *= scene_data.reflection_multiplier;
|
||||
ambient_light *= albedo; //ambient must be multiplied by albedo at the end
|
||||
|
||||
// base color remapping
|
||||
diffuse_light *= 1.0 - metallic;
|
||||
ambient_light *= 1.0 - metallic;
|
||||
|
||||
#ifdef MODE_UNSHADED
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else
|
||||
frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
|
||||
|
||||
diffuse_light *= albedo;
|
||||
|
||||
diffuse_light *= 1.0 - metallic;
|
||||
ambient_light *= 1.0 - metallic;
|
||||
|
||||
frag_color = vec4(diffuse_light + specular_light, alpha);
|
||||
#ifdef BASE_PASS
|
||||
frag_color.rgb += emission;
|
||||
frag_color.rgb += emission + ambient_light;
|
||||
#endif
|
||||
#endif //MODE_UNSHADED
|
||||
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
|
||||
|
||||
#ifndef DISABLE_FOG
|
||||
if (scene_data.fog_enabled) {
|
||||
#ifdef BASE_PASS
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
#else
|
||||
frag_color.rgb *= (1.0 - fog.a);
|
||||
#endif // BASE_PASS
|
||||
}
|
||||
#endif
|
||||
|
||||
// Tonemap before writing as we are writing to an sRGB framebuffer
|
||||
frag_color.rgb *= exposure;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue