From 32bb8f020cc88c606951a77e16e47273c673a227 Mon Sep 17 00:00:00 2001 From: samcake Date: Thu, 17 Dec 2015 17:40:35 -0800 Subject: [PATCH 1/2] FIxing the diffuse contribution bug maybe --- .../render-utils/src/DeferredGlobalLight.slh | 6 +++--- .../render-utils/src/DeferredLighting.slh | 20 ++++++------------- libraries/render-utils/src/point_light.slf | 2 +- libraries/render-utils/src/spot_light.slf | 2 +- 4 files changed, 11 insertions(+), 19 deletions(-) diff --git a/libraries/render-utils/src/DeferredGlobalLight.slh b/libraries/render-utils/src/DeferredGlobalLight.slh index 983b8002f7..11e157a50c 100755 --- a/libraries/render-utils/src/DeferredGlobalLight.slh +++ b/libraries/render-utils/src/DeferredGlobalLight.slh @@ -83,7 +83,7 @@ vec3 evalAmbienGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss); - color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light); + color += vec3(diffuse * shading.w + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light); return color; } @@ -106,7 +106,7 @@ vec3 evalAmbienSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss); - color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light); + color += vec3(diffuse * shading.w + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light); return color; } @@ -129,7 +129,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss); - color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light); + color += vec3(diffuse * shading.w + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light); return color; } diff --git a/libraries/render-utils/src/DeferredLighting.slh b/libraries/render-utils/src/DeferredLighting.slh index d01b36f553..f4863bbadf 100755 --- a/libraries/render-utils/src/DeferredLighting.slh +++ b/libraries/render-utils/src/DeferredLighting.slh @@ -23,19 +23,16 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp // Specular Lighting depends on the half vector and the gloss vec3 halfDir = normalize(fragEyeDir + fragLightDir); - // float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); float specularPower = pow(max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); specularPower *= (gloss * 128.0 * 0.125 + 0.25); float shlickPower = (1.0 - dot(fragLightDir,halfDir)); float shlickPower2 = shlickPower * shlickPower; float shlickPower5 = shlickPower2 * shlickPower2 * shlickPower; - vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5); - vec3 reflect = specularPower * schlick; + vec3 fresnel = specular * (1.0 - shlickPower5) + vec3(shlickPower5); + vec3 reflect = specularPower * fresnel * diffuse; - // FIXME: - //return vec4(reflect, diffuse * (1 - length(schlick))); - return vec4(reflect, diffuse); + return vec4(reflect, diffuse * (1 - fresnel.x))); } <@endfunc@> @@ -51,7 +48,7 @@ vec4 evalBlinnShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 vec3 halfDir = normalize(fragEyeDir + fragLightDir); float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); - vec3 reflect = specularPower * specular; + vec3 reflect = specularPower * specular * diffuse; return vec4(reflect, diffuse); } @@ -61,14 +58,9 @@ vec4 evalBlinnShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 <$declareEvalPBRShading()$> - +// Return xyz the specular/reflection component and w the diffuse component vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) { - - /*if (gl_FragCoord.x > 1000) { - return evalBlinnShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss); - } else {*/ - return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss); - //} + return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss); } <@endif@> diff --git a/libraries/render-utils/src/point_light.slf b/libraries/render-utils/src/point_light.slf index e9045e18c5..716a39aee9 100644 --- a/libraries/render-utils/src/point_light.slf +++ b/libraries/render-utils/src/point_light.slf @@ -66,7 +66,7 @@ void main(void) { float radialAttenuation = evalLightAttenuation(light, fragLightDistance); // Final Lighting color - vec3 fragColor = shading.w * (frag.diffuse + shading.xyz); + vec3 fragColor = (shading.w * frag.diffuse + shading.xyz); _fragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0); if (getLightShowContour(light) > 0.0) { diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index 73b081260e..d7a20fc5e5 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -73,7 +73,7 @@ void main(void) { float angularAttenuation = evalLightSpotAttenuation(light, cosSpotAngle); // Final Lighting color - vec3 fragColor = shading.w * (frag.diffuse + shading.xyz); + vec3 fragColor = (shading.w * frag.diffuse + shading.xyz); _fragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0); if (getLightShowContour(light) > 0.0) { From c891bcb8cdc26a4cc265b13f59b897065b079191 Mon Sep 17 00:00:00 2001 From: samcake Date: Thu, 17 Dec 2015 17:44:40 -0800 Subject: [PATCH 2/2] FIxing the diffuse contribution bug maybe --- libraries/render-utils/src/DeferredLighting.slh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/render-utils/src/DeferredLighting.slh b/libraries/render-utils/src/DeferredLighting.slh index f4863bbadf..cf03861c2f 100755 --- a/libraries/render-utils/src/DeferredLighting.slh +++ b/libraries/render-utils/src/DeferredLighting.slh @@ -32,7 +32,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp vec3 fresnel = specular * (1.0 - shlickPower5) + vec3(shlickPower5); vec3 reflect = specularPower * fresnel * diffuse; - return vec4(reflect, diffuse * (1 - fresnel.x))); + return vec4(reflect, diffuse * (1 - fresnel.x)); } <@endfunc@>