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Created SurfaceData structure to centralize computation of frequently used shader temporary values
This commit is contained in:
parent
5c476dc967
commit
053bd2ba98
14 changed files with 180 additions and 161 deletions
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@ -46,11 +46,14 @@ struct DeferredFragment {
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float depthVal;
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};
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<@if not GETFRESNEL0@>
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<@def GETFRESNEL0@>
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vec3 getFresnelF0(float metallic, vec3 metalF0) {
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// Enable continuous metallness value by lerping between dielectric
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// and metal fresnel F0 value based on the "metallic" parameter
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return mix(vec3(0.03), metalF0, metallic);
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}
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<@endif@>
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DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
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vec4 normalVal;
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@ -65,10 +65,12 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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<$prepareGlobalLight($supportScattering$)$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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@ -79,7 +81,7 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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@ -110,10 +112,12 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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) {
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<$prepareGlobalLight($supportScattering$)$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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@ -123,7 +127,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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@ -174,19 +178,21 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
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vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity) {
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<$prepareGlobalLight()$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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@ -199,19 +205,21 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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{
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<$prepareGlobalLight()$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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@ -65,10 +65,12 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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<$prepareGlobalLight($supportScattering$)$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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@ -79,7 +81,7 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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@ -109,10 +111,12 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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) {
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<$prepareGlobalLight($supportScattering$)$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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@ -124,7 +128,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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@ -173,19 +177,21 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
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vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity) {
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<$prepareGlobalLight()$>
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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@ -22,8 +22,9 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
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<@func declareEvalAmbientSpecularIrradiance(supportAmbientSphere, supportAmbientMap, supportIfAmbientMapElseAmbientSphere)@>
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
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float f = pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5.0);
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, SurfaceData surface) {
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float gloss = 1.0 - surface.roughness;
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float f = pow(1.0 - surface.ldoth, 5.0);
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * f;
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// return mix(fresnelColor, vec3(1.0), f);
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}
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@ -32,8 +33,8 @@ vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, floa
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<$declareSkyboxMap()$>
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<@endif@>
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vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness) {
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vec3 lightDir = -reflect(fragEyeDir, fragNormal);
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vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
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vec3 lightDir = -reflect(surface.eyeDir, surface.normal);
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vec3 specularLight;
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<@if supportIfAmbientMapElseAmbientSphere@>
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if (getLightHasAmbientMap(ambient))
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@ -41,8 +42,8 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f
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<@if supportAmbientMap@>
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{
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float levels = getLightAmbientMapNumMips(ambient);
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float lod = min(((roughness)* levels), levels);
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specularLight = evalSkyboxLight(lightDir, lod).xyz;
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float lod = min(((surface.roughness)* levels), levels);
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specularLight = evalSkyboxLight(surface.lightDir, lod).xyz;
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// We multiply specular by Pi to match specular / diffuse normalization in
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// LightingModel.slh where diffuse and specular arent divided by Pi (when they should, rigourously
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// speaking, based on physical equations). The spherical harmonics evaluation, on
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@ -56,7 +57,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f
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<@endif@>
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<@if supportAmbientSphere@>
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{
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specularLight = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lightDir).xyz;
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specularLight = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.lightDir).xyz;
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}
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<@endif@>
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@ -74,21 +75,21 @@ float curvatureAO(in float k) {
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}
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<@endif@>
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void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambient, vec3 eyeDir, vec3 normal,
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float roughness, float metallic, vec3 fresnelF0, vec3 albedo, float obscurance
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void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambient, SurfaceData surface,
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float metallic, vec3 fresnelF0, vec3 albedo, float obscurance
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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<@endif@>
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) {
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// Fresnel
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vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, eyeDir, normal, 1.0 - roughness);
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vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, surface);
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// Diffuse from ambient
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diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
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diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.normal).xyz;
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// Specular highlight from ambient
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specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness) * ambientFresnel;
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specular = evalAmbientSpecularIrradiance(ambient, surface) * ambientFresnel;
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<@if supportScattering@>
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if (scattering * isScatteringEnabled() > 0.0) {
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@ -12,7 +12,7 @@
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<@func declareLightingDirectional(supportScattering)@>
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void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir, vec3 lightIrradiance,
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vec3 eyeDir, vec3 normal, float roughness,
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SurfaceData surface,
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float metallic, vec3 fresnel, vec3 albedo, float shadow
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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@ -22,14 +22,17 @@ void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir,
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// Attenuation
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vec3 lightEnergy = shadow * lightIrradiance;
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evalFragShading(diffuse, specular, normal, -lightDir, eyeDir, metallic, fresnel, roughness, albedo
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updateSurfaceDataWithLight(surface, -lightDir);
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evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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diffuse *= lightEnergy * isDiffuseEnabled() * isDirectionalEnabled();
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specular *= lightEnergy * isSpecularEnabled() * isDirectionalEnabled();
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lightEnergy *= isDirectionalEnabled();
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diffuse *= lightEnergy * isDiffuseEnabled();
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specular *= lightEnergy * isSpecularEnabled();
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}
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<@endfunc@>
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@ -12,7 +12,7 @@
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<@func declareLightingPoint(supportScattering)@>
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void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
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vec4 fragLightDirLen, vec3 fragEyeDir, vec3 normal, float roughness,
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vec4 fragLightDirLen, SurfaceData surface,
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float metallic, vec3 fresnel, vec3 albedo, float shadow
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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@ -23,19 +23,22 @@ void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
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float fragLightDistance = fragLightDirLen.w;
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vec3 fragLightDir = fragLightDirLen.xyz;
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updateSurfaceDataWithLight(surface, fragLightDir);
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// Eval attenuation
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float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
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vec3 lightEnergy = radialAttenuation * shadow * getLightIrradiance(light);
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// Eval shading
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evalFragShading(diffuse, specular, normal, fragLightDir, fragEyeDir, metallic, fresnel, roughness, albedo
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evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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diffuse *= lightEnergy * isDiffuseEnabled() * isPointEnabled();
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specular *= lightEnergy * isSpecularEnabled() * isPointEnabled();
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lightEnergy *= isPointEnabled();
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diffuse *= lightEnergy * isDiffuseEnabled();
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specular *= lightEnergy * isSpecularEnabled();
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if (isShowLightContour() > 0.0) {
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// Show edge
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@ -12,7 +12,7 @@
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<@func declareLightingSpot(supportScattering)@>
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void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
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vec4 fragLightDirLen, float cosSpotAngle, vec3 fragEyeDir, vec3 normal, float roughness,
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vec4 fragLightDirLen, float cosSpotAngle, SurfaceData surface,
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float metallic, vec3 fresnel, vec3 albedo, float shadow
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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@ -23,6 +23,7 @@ void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
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float fragLightDistance = fragLightDirLen.w;
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vec3 fragLightDir = fragLightDirLen.xyz;
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updateSurfaceDataWithLight(surface, fragLightDir);
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// Eval attenuation
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float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
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@ -30,14 +31,15 @@ void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
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vec3 lightEnergy = angularAttenuation * radialAttenuation * shadow *getLightIrradiance(light);
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// Eval shading
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evalFragShading(diffuse, specular, normal, fragLightDir, fragEyeDir, metallic, fresnel, roughness, albedo
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evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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diffuse *= lightEnergy * isDiffuseEnabled() * isSpotEnabled();
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specular *= lightEnergy * isSpecularEnabled() * isSpotEnabled();
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lightEnergy *= isSpotEnabled();
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diffuse *= lightEnergy * isDiffuseEnabled();
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specular *= lightEnergy * isSpecularEnabled();
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if (isShowLightContour() > 0.0) {
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// Show edges
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@ -77,6 +77,30 @@ float isWireframeEnabled() {
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<@endfunc@>
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<$declareLightingModel()$>
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struct SurfaceData {
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vec3 normal;
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vec3 eyeDir;
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vec3 lightDir;
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vec3 halfDir;
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float roughness;
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float roughness2;
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float roughness4;
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float ndotv;
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float ndotl;
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float ndoth;
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float ldoth;
|
||||
float smithInvG1NdotV;
|
||||
};
|
||||
|
||||
<@if not GETFRESNEL0@>
|
||||
<@def GETFRESNEL0@>
|
||||
vec3 getFresnelF0(float metallic, vec3 metalF0) {
|
||||
// Enable continuous metallness value by lerping between dielectric
|
||||
// and metal fresnel F0 value based on the "metallic" parameter
|
||||
return mix(vec3(0.03), metalF0, metallic);
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
<@func declareBeckmannSpecular()@>
|
||||
|
||||
uniform sampler2D scatteringSpecularBeckmann;
|
||||
|
@ -85,17 +109,13 @@ float fetchSpecularBeckmann(float ndoth, float roughness) {
|
|||
return pow(2.0 * texture(scatteringSpecularBeckmann, vec2(ndoth, roughness)).r, 10.0);
|
||||
}
|
||||
|
||||
vec2 skinSpecular(vec3 N, vec3 L, vec3 V, float roughness, float intensity) {
|
||||
vec2 skinSpecular(SurfaceData surface, float intensity) {
|
||||
vec2 result = vec2(0.0, 1.0);
|
||||
float ndotl = dot(N, L);
|
||||
if (ndotl > 0.0) {
|
||||
vec3 h = L + V;
|
||||
vec3 H = normalize(h);
|
||||
float ndoth = dot(N, H);
|
||||
float PH = fetchSpecularBeckmann(ndoth, roughness);
|
||||
float F = fresnelSchlickScalar(0.028, H, V);
|
||||
float frSpec = max(PH * F / dot(h, h), 0.0);
|
||||
result.x = ndotl * intensity * frSpec;
|
||||
if (surface.ndotl > 0.0) {
|
||||
float PH = fetchSpecularBeckmann(surface.ndoth, surface.roughness);
|
||||
float F = fresnelSchlickScalar(0.028, surface);
|
||||
float frSpec = max(PH * F / dot(surface.halfDir, surface.halfDir), 0.0);
|
||||
result.x = surface.ndotl * intensity * frSpec;
|
||||
result.y -= F;
|
||||
}
|
||||
|
||||
|
@ -105,83 +125,105 @@ vec2 skinSpecular(vec3 N, vec3 L, vec3 V, float roughness, float intensity) {
|
|||
|
||||
<@func declareEvalPBRShading()@>
|
||||
|
||||
vec3 fresnelSchlickColor(vec3 fresnelColor, vec3 lightDir, vec3 halfDir) {
|
||||
float base = 1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0);
|
||||
float evalSmithInvG1(float roughness4, float ndotd) {
|
||||
return ndotd + sqrt(roughness4+ndotd*ndotd*(1.0-roughness4));
|
||||
}
|
||||
|
||||
SurfaceData initSurfaceData(float roughness, vec3 normal, vec3 eyeDir) {
|
||||
SurfaceData surface;
|
||||
surface.eyeDir = eyeDir;
|
||||
surface.normal = normal;
|
||||
surface.lightDir = vec3(0,0,0);
|
||||
surface.halfDir = vec3(0,0,0);
|
||||
surface.roughness = mix(0.001, 1.0, roughness);
|
||||
surface.roughness2 = surface.roughness * surface.roughness;
|
||||
surface.roughness4 = surface.roughness2 * surface.roughness2;
|
||||
surface.ndotv = clamp(dot(normal, eyeDir), 0.0, 1.0);
|
||||
surface.ndoth = 0.0;
|
||||
surface.ndotl = 0.0;
|
||||
surface.ldoth = 0.0;
|
||||
surface.smithInvG1NdotV = evalSmithInvG1(surface.roughness4, surface.ndotv);
|
||||
return surface;
|
||||
}
|
||||
|
||||
void updateSurfaceDataWithLight(inout SurfaceData surface, vec3 lightDir) {
|
||||
surface.lightDir = lightDir;
|
||||
surface.halfDir = normalize(surface.eyeDir + lightDir);
|
||||
vec3 dots;
|
||||
dots.x = dot(surface.normal, surface.halfDir);
|
||||
dots.y = dot(surface.normal, surface.lightDir);
|
||||
dots.z = dot(surface.halfDir, surface.lightDir);
|
||||
dots = clamp(dots, vec3(0), vec3(1));
|
||||
surface.ndoth = dots.x;
|
||||
surface.ndotl = dots.y;
|
||||
surface.ldoth = dots.z;
|
||||
}
|
||||
|
||||
vec3 fresnelSchlickColor(vec3 fresnelColor, SurfaceData surface) {
|
||||
float base = 1.0 - surface.ldoth;
|
||||
//float exponential = pow(base, 5.0);
|
||||
float base2 = base * base;
|
||||
float exponential = base * base2 * base2;
|
||||
return vec3(exponential) + fresnelColor * (1.0 - exponential);
|
||||
}
|
||||
|
||||
float fresnelSchlickScalar(float fresnelScalar, vec3 lightDir, vec3 halfDir) {
|
||||
float base = 1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0);
|
||||
float fresnelSchlickScalar(float fresnelScalar, SurfaceData surface) {
|
||||
float base = 1.0 - surface.ldoth;
|
||||
//float exponential = pow(base, 5.0);
|
||||
float base2 = base * base;
|
||||
float exponential = base * base2 * base2;
|
||||
return (exponential) + fresnelScalar * (1.0 - exponential);
|
||||
}
|
||||
|
||||
float specularDistribution(float roughness, vec3 normal, vec3 halfDir, vec3 eyeDir, float ndotl) {
|
||||
float specularDistribution(SurfaceData surface) {
|
||||
// See https://www.khronos.org/assets/uploads/developers/library/2017-web3d/glTF-2.0-Launch_Jun17.pdf
|
||||
// for details of equations, especially page 20
|
||||
float ndoth = dot(halfDir, normal);
|
||||
float ndotv = dot(eyeDir, normal);
|
||||
vec3 nd = clamp(vec3(ndoth, ndotv, ndotl), vec3(0.0), vec3(1.0));
|
||||
vec3 nd2 = nd * nd;
|
||||
float roughness2 = mix(0.001, 1.0, roughness);
|
||||
roughness2 *= roughness2; // pow 2
|
||||
float roughness4 = roughness2;
|
||||
roughness4 *= roughness4; // pow 4
|
||||
float denom = (nd2.x * (roughness2 - 1.0) + 1.0);
|
||||
float denom = (surface.ndoth*surface.ndoth * (surface.roughness2 - 1.0) + 1.0);
|
||||
denom *= denom;
|
||||
// Add geometric factors G1(n,l) and G1(n,v)
|
||||
float oneMinusRoughness4 = 1.0-roughness4;
|
||||
vec2 invG = nd.yz + sqrt(vec2(roughness4)+nd2.yz*oneMinusRoughness4);
|
||||
denom *= invG.x * invG.y;
|
||||
float smithInvG1NdotL = evalSmithInvG1(surface.roughness4, surface.ndotl);
|
||||
denom *= surface.smithInvG1NdotV * smithInvG1NdotL;
|
||||
// Don't divide by PI as diffuse isn't either. The real PBR formula normalizes
|
||||
// by PI on both but if we decide to not do it, it is just as if we
|
||||
// multiplied all our lights by PI
|
||||
//denom *= 3.1415926;
|
||||
float power = roughness4 / denom;
|
||||
float power = surface.roughness4 / denom;
|
||||
return power;
|
||||
}
|
||||
|
||||
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
|
||||
vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float metallic, vec3 fresnel, float roughness) {
|
||||
vec4 evalPBRShading(float metallic, vec3 fresnel, SurfaceData surface) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir, fragEyeDir, angleAttenuation);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = fresnelColor * power * angleAttenuation;
|
||||
|
||||
return vec4(specular, (1.0 - metallic) * angleAttenuation * (1.0 - fresnelColor.x));
|
||||
}
|
||||
|
||||
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
|
||||
vec4 evalPBRShadingDielectric(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, float fresnel) {
|
||||
vec4 evalPBRShadingDielectric(SurfaceData surface, float fresnel) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
float fresnelScalar = fresnelSchlickScalar(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir, fragEyeDir, angleAttenuation);
|
||||
float fresnelScalar = fresnelSchlickScalar(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = vec3(fresnelScalar) * power * angleAttenuation;
|
||||
|
||||
return vec4(specular, angleAttenuation * (1.0 - fresnelScalar));
|
||||
}
|
||||
|
||||
vec4 evalPBRShadingMetallic(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, vec3 fresnel) {
|
||||
vec4 evalPBRShadingMetallic(SurfaceData surface, vec3 fresnel) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir, fragEyeDir, angleAttenuation);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = fresnelColor * power * angleAttenuation;
|
||||
|
||||
return vec4(specular, 0.f);
|
||||
|
@ -193,15 +235,9 @@ vec4 evalPBRShadingMetallic(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir,
|
|||
|
||||
<$declareEvalPBRShading()$>
|
||||
|
||||
// Return xyz the specular/reflection component and w the diffuse component
|
||||
//vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float metallic, vec3 fresnel, float roughness) {
|
||||
// return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, metallic, fresnel, roughness);
|
||||
//}
|
||||
|
||||
void evalFragShading(out vec3 diffuse, out vec3 specular,
|
||||
vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir,
|
||||
float metallic, vec3 fresnel, float roughness, vec3 albedo) {
|
||||
vec4 shading = evalPBRShading(fragNormal, fragLightDir, fragEyeDir, metallic, fresnel, roughness);
|
||||
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo) {
|
||||
vec4 shading = evalPBRShading(metallic, fresnel, surface);
|
||||
diffuse = vec3(shading.w);
|
||||
if (isAlbedoEnabled() > 0.0) {
|
||||
diffuse *= albedo;
|
||||
|
@ -215,22 +251,19 @@ void evalFragShading(out vec3 diffuse, out vec3 specular,
|
|||
|
||||
|
||||
void evalFragShading(out vec3 diffuse, out vec3 specular,
|
||||
vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir,
|
||||
float metallic, vec3 fresnel, float roughness, vec3 albedo,
|
||||
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo,
|
||||
float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature) {
|
||||
if (scattering * isScatteringEnabled() > 0.0) {
|
||||
vec3 brdf = evalSkinBRDF(fragLightDir, fragNormal, midNormalCurvature.xyz, lowNormalCurvature.xyz, lowNormalCurvature.w);
|
||||
float NdotL = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
diffuse = mix(vec3(NdotL), brdf, scattering);
|
||||
vec3 brdf = evalSkinBRDF(surface.lightDir, surface.normal, midNormalCurvature.xyz, lowNormalCurvature.xyz, lowNormalCurvature.w);
|
||||
diffuse = mix(vec3(surface.ndotl), brdf, scattering);
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec2 specularBrdf = skinSpecular(fragNormal, fragLightDir, fragEyeDir, roughness, 1.0);
|
||||
vec2 specularBrdf = skinSpecular(surface, 1.0);
|
||||
|
||||
diffuse *= specularBrdf.y;
|
||||
specular = vec3(specularBrdf.x);
|
||||
} else {
|
||||
vec4 shading = evalPBRShading(fragNormal, fragLightDir, fragEyeDir, metallic, fresnel, roughness);
|
||||
vec4 shading = evalPBRShading(metallic, fresnel, surface);
|
||||
diffuse = vec3(shading.w);
|
||||
specular = shading.xyz;
|
||||
}
|
||||
|
@ -239,17 +272,15 @@ void evalFragShading(out vec3 diffuse, out vec3 specular,
|
|||
|
||||
|
||||
void evalFragShadingScattering(out vec3 diffuse, out vec3 specular,
|
||||
vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir,
|
||||
float metallic, vec3 fresnel, float roughness, vec3 albedo
|
||||
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo
|
||||
,float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
|
||||
) {
|
||||
vec3 brdf = evalSkinBRDF(fragLightDir, fragNormal, midNormalCurvature.xyz, lowNormalCurvature.xyz, lowNormalCurvature.w);
|
||||
float NdotL = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
vec3 brdf = evalSkinBRDF(surface.lightDir, surface.normal, midNormalCurvature.xyz, lowNormalCurvature.xyz, lowNormalCurvature.w);
|
||||
float NdotL = surface.ndotl;
|
||||
diffuse = mix(vec3(NdotL), brdf, scattering);
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec2 specularBrdf = skinSpecular(fragNormal, fragLightDir, fragEyeDir, roughness, 1.0);
|
||||
vec2 specularBrdf = skinSpecular(surface, 1.0);
|
||||
|
||||
diffuse *= specularBrdf.y;
|
||||
specular = vec3(specularBrdf.x);
|
||||
|
@ -257,10 +288,9 @@ void evalFragShadingScattering(out vec3 diffuse, out vec3 specular,
|
|||
}
|
||||
|
||||
void evalFragShadingGloss(out vec3 diffuse, out vec3 specular,
|
||||
vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir,
|
||||
float metallic, vec3 fresnel, float gloss, vec3 albedo
|
||||
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo
|
||||
) {
|
||||
vec4 shading = evalPBRShading(fragNormal, fragLightDir, fragEyeDir, metallic, fresnel, gloss);
|
||||
vec4 shading = evalPBRShading(metallic, fresnel, surface);
|
||||
diffuse = vec3(shading.w);
|
||||
diffuse *= mix(vec3(1.0), albedo, isAlbedoEnabled());
|
||||
specular = shading.xyz;
|
||||
|
|
|
@ -63,38 +63,6 @@ vec3 scatter(float r) {
|
|||
<@endfunc@>
|
||||
|
||||
|
||||
<@func declareSkinSpecularLighting()@>
|
||||
|
||||
uniform sampler2D scatteringSpecularBeckmann;
|
||||
|
||||
float fetchSpecularBeckmann(float ndoth, float roughness) {
|
||||
return pow( 2.0 * texture(scatteringSpecularBeckmann, vec2(ndoth, roughness)).r, 10.0);
|
||||
}
|
||||
|
||||
float fresnelReflectance(vec3 H, vec3 V, float Fo) {
|
||||
float base = 1.0 - dot(V, H);
|
||||
float exponential = pow(base, 5.0);
|
||||
return exponential + Fo * (1.0 - exponential);
|
||||
}
|
||||
|
||||
float skinSpecular(vec3 N, vec3 L, vec3 V, float roughness, float intensity) {
|
||||
float result = 0.0;
|
||||
float ndotl = dot(N, L);
|
||||
if (ndotl > 0.0) {
|
||||
vec3 h = L + V;
|
||||
vec3 H = normalize(h);
|
||||
float ndoth = dot(N, H);
|
||||
float PH = fetchSpecularBeckmann(ndoth, roughness);
|
||||
float F = fresnelReflectance(H, V, 0.028);
|
||||
float frSpec = max(PH * F / dot(h, h), 0.0);
|
||||
result = ndotl * intensity * frSpec;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareSubsurfaceScatteringIntegrate(NumIntegrationSteps)@>
|
||||
|
||||
|
||||
|
|
|
@ -84,9 +84,8 @@ void main(void) {
|
|||
// Frag to eye vec
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
// Compute the rougness into gloss2 once:
|
||||
float fragGloss2 = pow(frag.roughness + 0.001, 4.0);
|
||||
|
||||
SurfaceData surface = initSurfaceData(frag.roughness, frag.normal, fragEyeDir);
|
||||
bool withScattering = (frag.scattering * isScatteringEnabled() > 0.0);
|
||||
|
||||
int numLightTouching = 0;
|
||||
|
@ -119,16 +118,18 @@ void main(void) {
|
|||
float fragLightDistance = fragLightDirLen.w;
|
||||
vec3 fragLightDir = fragLightDirLen.xyz;
|
||||
|
||||
updateSurfaceDataWithLight(surface, fragLightDir);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
|
||||
vec3 lightEnergy = radialAttenuation * getLightIrradiance(light);
|
||||
|
||||
// Eval shading
|
||||
if (withScattering) {
|
||||
evalFragShadingScattering(diffuse, specular, frag.normal, fragLightDir, fragEyeDir, frag.metallic, frag.fresnel, frag.roughness, frag.albedo
|
||||
evalFragShadingScattering(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo
|
||||
,frag.scattering, midNormalCurvature, lowNormalCurvature );
|
||||
} else {
|
||||
evalFragShadingGloss(diffuse, specular, frag.normal, fragLightDir, fragEyeDir, frag.metallic, frag.fresnel, fragGloss2, frag.albedo);
|
||||
evalFragShadingGloss(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo);
|
||||
}
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
|
@ -173,6 +174,8 @@ void main(void) {
|
|||
float fragLightDistance = fragLightDirLen.w;
|
||||
vec3 fragLightDir = fragLightDirLen.xyz;
|
||||
|
||||
updateSurfaceDataWithLight(surface, fragLightDir);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
|
||||
float angularAttenuation = lightIrradiance_evalLightSpotAttenuation(light.irradiance, cosSpotAngle);
|
||||
|
@ -180,10 +183,10 @@ void main(void) {
|
|||
|
||||
// Eval shading
|
||||
if (withScattering) {
|
||||
evalFragShadingScattering(diffuse, specular, frag.normal, fragLightDir, fragEyeDir, frag.metallic, frag.fresnel, frag.roughness, frag.albedo
|
||||
evalFragShadingScattering(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo
|
||||
,frag.scattering, midNormalCurvature, lowNormalCurvature );
|
||||
} else {
|
||||
evalFragShadingGloss(diffuse, specular, frag.normal, fragLightDir, fragEyeDir, frag.metallic, frag.fresnel, fragGloss2, frag.albedo);
|
||||
evalFragShadingGloss(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo);
|
||||
}
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
|
|
|
@ -50,13 +50,7 @@ void main(void) {
|
|||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
} else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
|
|
@ -60,13 +60,7 @@ void main(void) {
|
|||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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||||
metallic = 0.0;
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||||
} else {
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fresnel = albedo;
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||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
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||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
|
|
@ -40,12 +40,14 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
SurfaceData surface = initSurfaceData(roughness, normal, fragEyeDir);
|
||||
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(ambient);
|
||||
|
||||
// Directional
|
||||
vec3 directionalDiffuse;
|
||||
vec3 directionalSpecular;
|
||||
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
|
||||
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
|
||||
color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
|
||||
color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
|
||||
|
||||
|
|
|
@ -40,12 +40,14 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 a
|
|||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
SurfaceData surface = initSurfaceData(roughness, normal, fragEyeDir);
|
||||
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(ambient);
|
||||
|
||||
// Directional
|
||||
vec3 directionalDiffuse;
|
||||
vec3 directionalSpecular;
|
||||
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
|
||||
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
|
||||
color += directionalDiffuse;
|
||||
color += directionalSpecular / opacity;
|
||||
|
||||
|
|
Loading…
Reference in a new issue