fix v1 and transparent procedurals

This commit is contained in:
SamGondelman 2018-08-06 18:34:57 -07:00
parent a7dec8fb75
commit 82029b4cb0
5 changed files with 25 additions and 112 deletions

View file

@ -35,9 +35,7 @@ ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Pare
_procedural._vertexSource = gpu::Shader::getVertexShaderSource(shader::render_utils::vertex::simple);
// FIXME: Setup proper uniform slots and use correct pipelines for forward rendering
_procedural._opaquefragmentSource = gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::simple);
// FIXME: Transparent procedural entities only seem to work if they use the opaque pipelines
//_procedural._transparentfragmentSource = simple_transparent_frag::getSource();
_procedural._transparentfragmentSource = _procedural._opaquefragmentSource;
_procedural._transparentfragmentSource = gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::simple_transparent);
_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);

View file

@ -51,9 +51,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);

View file

@ -1,93 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_simple_transparent.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DefaultMaterials.slh@>
<@include ForwardGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlended()$>
// the interpolated normal
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normalMS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location=0) out vec4 _fragColor0;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2030
void main(void) {
vec3 normal = normalize(_normalWS.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
#endif
#endif
TransformCamera cam = getTransformCamera();
vec3 fragPosition = _positionES.xyz;
if (emissiveAmount > 0.0) {
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
specular,
DEFAULT_FRESNEL,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_ROUGHNESS, _color.a),
_color.a);
} else {
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
diffuse,
DEFAULT_FRESNEL,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_ROUGHNESS, _color.a),
_color.a);
}
}

View file

@ -48,9 +48,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);

View file

@ -11,8 +11,10 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DefaultMaterials.slh@>
<@include DeferredBufferWrite.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@include render-utils/ShaderConstants.h@>
@ -26,6 +28,8 @@ layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
layout(location=0) out vec4 _fragColor0;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
@ -48,9 +52,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
@ -58,19 +62,23 @@ void main(void) {
#endif
TransformCamera cam = getTransformCamera();
vec3 fragPosition = _positionES.xyz;
if (emissiveAmount > 0.0) {
packDeferredFragmentTranslucent(
normal,
_color.a,
specular,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
_fragColor0 = vec4(diffuse, _color.a);
} else {
packDeferredFragmentTranslucent(
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
_color.a,
diffuse,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
length(specular),
DEFAULT_EMISSIVE,
max(0.0, 1.0 - shininess / 128.0), _color.a),
_color.a);
}
}