diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 121 |
1 files changed, 102 insertions, 19 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ba70de9e34..6143ce2167 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -36,6 +36,7 @@ ADDITIVE_OMNI = false ADDITIVE_SPOT = false RENDER_MATERIAL = false SECOND_REFLECTION_PROBE = false +LIGHTMAP_BICUBIC_FILTER = false #[vertex] @@ -43,6 +44,7 @@ SECOND_REFLECTION_PROBE = false #define M_PI 3.14159265359 #define SHADER_IS_SRGB true +#define SHADER_SPACE_FAR -1.0 #include "stdlib_inc.glsl" @@ -582,6 +584,9 @@ void main() { /* clang-format on */ #define SHADER_IS_SRGB true +#define SHADER_SPACE_FAR -1.0 + +#define FLAGS_NON_UNIFORM_SCALE (1 << 4) /* Varyings */ @@ -923,6 +928,10 @@ uniform lowp uint lightmap_slice; uniform highp vec4 lightmap_uv_scale; uniform float lightmap_exposure_normalization; +#ifdef LIGHTMAP_BICUBIC_FILTER +uniform highp vec2 lightmap_texture_size; +#endif + #ifdef USE_SH_LIGHTMAP uniform mediump mat3 lightmap_normal_xform; #endif // USE_SH_LIGHTMAP @@ -955,6 +964,7 @@ ivec2 multiview_uv(ivec2 uv) { uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; +uniform highp uint model_flags; #if defined(RENDER_MATERIAL) layout(location = 0) out vec4 albedo_output_buffer; @@ -1414,6 +1424,67 @@ void reflection_process(samplerCube reflection_map, #endif // !MODE_RENDER_DEPTH +#ifdef LIGHTMAP_BICUBIC_FILTER +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) { + return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); +} + +float w2(float a) { + return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) { + return (1.0 / 6.0) * (a * a * a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) { + return w0(a) + w1(a); +} + +float g1(float a) { + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) { + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +vec4 textureArray_bicubic(sampler2DArray tex, vec3 uv, vec2 texture_size) { + vec2 texel_size = vec2(1.0) / texture_size; + + uv.xy = uv.xy * texture_size + vec2(0.5); + + vec2 iuv = floor(uv.xy); + vec2 fuv = fract(uv.xy); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; + + return (g0(fuv.y) * (g0x * texture(tex, vec3(p0, uv.z)) + g1x * texture(tex, vec3(p1, uv.z)))) + + (g1(fuv.y) * (g0x * texture(tex, vec3(p2, uv.z)) + g1x * texture(tex, vec3(p3, uv.z)))); +} +#endif //LIGHTMAP_BICUBIC_FILTER + void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; @@ -1521,6 +1592,13 @@ void main() { vec3 light_vertex = vertex; #endif //LIGHT_VERTEX_USED + highp mat3 model_normal_matrix; + if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) { + model_normal_matrix = transpose(inverse(mat3(model_matrix))); + } else { + model_normal_matrix = mat3(model_matrix); + } + { #CODE : FRAGMENT } @@ -1609,6 +1687,7 @@ void main() { #ifdef BASE_PASS /////////////////////// LIGHTING ////////////////////////////// +#ifndef AMBIENT_LIGHT_DISABLED // IBL precalculations 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); @@ -1721,43 +1800,45 @@ void main() { #ifdef USE_SH_LIGHTMAP uvw.z *= 4.0; // SH textures use 4 times more data. + +#ifdef LIGHTMAP_BICUBIC_FILTER + vec3 lm_light_l0 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 0.0), lightmap_texture_size).rgb; + vec3 lm_light_l1n1 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 1.0), lightmap_texture_size).rgb; + vec3 lm_light_l1_0 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 2.0), lightmap_texture_size).rgb; + vec3 lm_light_l1p1 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), lightmap_texture_size).rgb; +#else vec3 lm_light_l0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; vec3 lm_light_l1n1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; vec3 lm_light_l1_0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; +#endif vec3 n = normalize(lightmap_normal_xform * normal); - ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y * lightmap_exposure_normalization; - ambient_light += lm_light_l1_0 * 0.32573 * n.z * lightmap_exposure_normalization; - ambient_light += lm_light_l1p1 * 0.32573 * n.x * lightmap_exposure_normalization; - if (metallic > 0.01) { // Since the more direct bounced light is lost, we can kind of fake it with this trick. - vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y * lightmap_exposure_normalization; - specular_light += lm_light_l1_0 * 0.32573 * r.z * lightmap_exposure_normalization; - specular_light += lm_light_l1p1 * 0.32573 * r.x * lightmap_exposure_normalization; - } + ambient_light += lm_light_l0 * lightmap_exposure_normalization; + ambient_light += lm_light_l1n1 * n.y * lightmap_exposure_normalization; + ambient_light += lm_light_l1_0 * n.z * lightmap_exposure_normalization; + ambient_light += lm_light_l1p1 * n.x * lightmap_exposure_normalization; +#else +#ifdef LIGHTMAP_BICUBIC_FILTER + ambient_light += textureArray_bicubic(lightmap_textures, uvw, lightmap_texture_size).rgb * lightmap_exposure_normalization; #else ambient_light += textureLod(lightmap_textures, uvw, 0.0).rgb * lightmap_exposure_normalization; #endif +#endif } #endif // USE_LIGHTMAP #endif // USE_LIGHTMAP_CAPTURE #endif // !DISABLE_LIGHTMAP - { -#if defined(AMBIENT_LIGHT_DISABLED) - ambient_light = vec3(0.0, 0.0, 0.0); -#else - ambient_light *= albedo.rgb; - ambient_light *= ao; -#endif // AMBIENT_LIGHT_DISABLED - } + ambient_light *= albedo.rgb; + ambient_light *= ao; + +#endif // !AMBIENT_LIGHT_DISABLED // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); - +#ifndef AMBIENT_LIGHT_DISABLED { #if defined(DIFFUSE_TOON) //simplify for toon, as @@ -1779,6 +1860,8 @@ void main() { #endif } +#endif // !AMBIENT_LIGHT_DISABLED + #ifndef DISABLE_LIGHT_DIRECTIONAL for (uint i = uint(0); i < scene_data.directional_light_count; i++) { #if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP) |
