mirror of
https://github.com/overte-org/overte.git
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Merge branch 'run' of github.com:sethalves/hifi into run
This commit is contained in:
commit
ac3fe1e63c
20 changed files with 260 additions and 237 deletions
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@ -22,7 +22,6 @@ Item {
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anchors.fill: parent
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id: d
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objectName: "stack"
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initialItem: topMenu
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property var menuStack: []
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property var topMenu: null;
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|
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@ -46,6 +46,15 @@ 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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vec4 diffuseVal;
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@ -73,13 +82,7 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
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frag.scattering = specularVal.x;
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}
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if (frag.metallic <= 0.5) {
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frag.metallic = 0.0;
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frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
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} else {
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frag.fresnel = vec3(diffuseVal.xyz);
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frag.metallic = 1.0;
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}
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frag.fresnel = getFresnelF0(frag.metallic, diffuseVal.xyz);
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return frag;
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}
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@ -106,14 +109,7 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
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//frag.emissive = specularVal.xyz;
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frag.obscurance = 1.0;
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if (frag.metallic <= 0.5) {
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frag.metallic = 0.0;
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frag.fresnel = vec3(0.03); // Default Di-electric fresnel value
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} else {
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frag.fresnel = vec3(diffuseVal.xyz);
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frag.metallic = 1.0;
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}
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frag.fresnel = getFresnelF0(frag.metallic, diffuseVal.xyz);
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return frag;
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}
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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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|
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@ -16,22 +16,27 @@ uniform samplerCube skyboxMap;
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vec4 evalSkyboxLight(vec3 direction, float lod) {
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// textureQueryLevels is not available until #430, so we require explicit lod
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// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
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float filterLod = textureQueryLod(skyboxMap, direction).x;
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// Keep texture filtering LOD as limit to prevent aliasing on specular reflection
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lod = max(lod, filterLod);
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return textureLod(skyboxMap, direction, lod);
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}
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<@endfunc@>
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<@func declareEvalAmbientSpecularIrradiance(supportAmbientSphere, supportAmbientMap, supportIfAmbientMapElseAmbientSphere)@>
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|
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
|
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5.0);
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vec3 fresnelSchlickAmbient(vec3 fresnelColor, float ndotd, float gloss) {
|
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float f = pow(1.0 - ndotd, 5.0);
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return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * f;
|
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// return fresnelColor + (vec3(1.0) - fresnelColor) * f;
|
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}
|
||||
|
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<@if supportAmbientMap@>
|
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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 direction = -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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|
@ -39,8 +44,10 @@ 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(direction, lod).xyz;
|
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float m = 12.0 / (1.0+11.0*surface.roughness);
|
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float lod = levels - m;
|
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lod = max(lod, 0);
|
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specularLight = evalSkyboxLight(lightDir, lod).xyz;
|
||||
}
|
||||
<@endif@>
|
||||
<@if supportIfAmbientMapElseAmbientSphere@>
|
||||
|
@ -48,11 +55,11 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f
|
|||
<@endif@>
|
||||
<@if supportAmbientSphere@>
|
||||
{
|
||||
specularLight = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), direction).xyz;
|
||||
specularLight = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lightDir).xyz;
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
return specularLight;
|
||||
return specularLight;
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
@ -66,21 +73,21 @@ float curvatureAO(in float k) {
|
|||
}
|
||||
<@endif@>
|
||||
|
||||
void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambient, vec3 eyeDir, vec3 normal,
|
||||
float roughness, float metallic, vec3 fresnel, vec3 albedo, float obscurance
|
||||
void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambient, SurfaceData surface,
|
||||
float metallic, vec3 fresnelF0, vec3 albedo, float obscurance
|
||||
<@if supportScattering@>
|
||||
, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
|
||||
<@endif@>
|
||||
) {
|
||||
|
||||
// Fresnel
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, eyeDir, normal, 1.0 - roughness);
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, surface.ndotv, 1.0-surface.roughness);
|
||||
|
||||
// Diffuse from ambient
|
||||
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
|
||||
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.normal).xyz;
|
||||
|
||||
// Specular highlight from ambient
|
||||
specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness) * ambientFresnel;
|
||||
specular = evalAmbientSpecularIrradiance(ambient, surface) * ambientFresnel;
|
||||
|
||||
<@if supportScattering@>
|
||||
if (scattering * isScatteringEnabled() > 0.0) {
|
||||
|
@ -92,7 +99,7 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
|
|||
|
||||
// Diffuse from ambient
|
||||
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
|
||||
|
||||
diffuse /= 3.1415926;
|
||||
specular = vec3(0.0);
|
||||
}
|
||||
<@endif@>
|
||||
|
@ -107,8 +114,9 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
|
|||
diffuse *= albedo;
|
||||
}
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled() * isAmbientEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled() * isAmbientEnabled();
|
||||
lightEnergy *= isAmbientEnabled();
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled();
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
<@func declareLightingDirectional(supportScattering)@>
|
||||
|
||||
void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir, vec3 lightIrradiance,
|
||||
vec3 eyeDir, vec3 normal, float roughness,
|
||||
SurfaceData surface,
|
||||
float metallic, vec3 fresnel, vec3 albedo, float shadow
|
||||
<@if supportScattering@>
|
||||
, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
|
||||
|
@ -22,14 +22,17 @@ void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir,
|
|||
// Attenuation
|
||||
vec3 lightEnergy = shadow * lightIrradiance;
|
||||
|
||||
evalFragShading(diffuse, specular, normal, -lightDir, eyeDir, metallic, fresnel, roughness, albedo
|
||||
updateSurfaceDataWithLight(surface, -lightDir);
|
||||
|
||||
evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
|
||||
<@if supportScattering@>
|
||||
,scattering, midNormalCurvature, lowNormalCurvature
|
||||
<@endif@>
|
||||
);
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled() * isDirectionalEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled() * isDirectionalEnabled();
|
||||
lightEnergy *= isDirectionalEnabled();
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled();
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
<@func declareLightingPoint(supportScattering)@>
|
||||
|
||||
void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
|
||||
vec4 fragLightDirLen, vec3 fragEyeDir, vec3 normal, float roughness,
|
||||
vec4 fragLightDirLen, SurfaceData surface,
|
||||
float metallic, vec3 fresnel, vec3 albedo, float shadow
|
||||
<@if supportScattering@>
|
||||
, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
|
||||
|
@ -23,19 +23,22 @@ void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
|
|||
float fragLightDistance = fragLightDirLen.w;
|
||||
vec3 fragLightDir = fragLightDirLen.xyz;
|
||||
|
||||
updateSurfaceDataWithLight(surface, fragLightDir);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
|
||||
vec3 lightEnergy = radialAttenuation * shadow * getLightIrradiance(light);
|
||||
|
||||
// Eval shading
|
||||
evalFragShading(diffuse, specular, normal, fragLightDir, fragEyeDir, metallic, fresnel, roughness, albedo
|
||||
evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
|
||||
<@if supportScattering@>
|
||||
,scattering, midNormalCurvature, lowNormalCurvature
|
||||
<@endif@>
|
||||
);
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled() * isPointEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled() * isPointEnabled();
|
||||
lightEnergy *= isPointEnabled();
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled();
|
||||
|
||||
if (isShowLightContour() > 0.0) {
|
||||
// Show edge
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
<@func declareLightingSpot(supportScattering)@>
|
||||
|
||||
void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
|
||||
vec4 fragLightDirLen, float cosSpotAngle, vec3 fragEyeDir, vec3 normal, float roughness,
|
||||
vec4 fragLightDirLen, float cosSpotAngle, SurfaceData surface,
|
||||
float metallic, vec3 fresnel, vec3 albedo, float shadow
|
||||
<@if supportScattering@>
|
||||
, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
|
||||
|
@ -23,6 +23,7 @@ void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
|
|||
float fragLightDistance = fragLightDirLen.w;
|
||||
vec3 fragLightDir = fragLightDirLen.xyz;
|
||||
|
||||
updateSurfaceDataWithLight(surface, fragLightDir);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
|
||||
|
@ -30,14 +31,15 @@ void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
|
|||
vec3 lightEnergy = angularAttenuation * radialAttenuation * shadow *getLightIrradiance(light);
|
||||
|
||||
// Eval shading
|
||||
evalFragShading(diffuse, specular, normal, fragLightDir, fragEyeDir, metallic, fresnel, roughness, albedo
|
||||
evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
|
||||
<@if supportScattering@>
|
||||
,scattering, midNormalCurvature, lowNormalCurvature
|
||||
<@endif@>
|
||||
);
|
||||
|
||||
diffuse *= lightEnergy * isDiffuseEnabled() * isSpotEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled() * isSpotEnabled();
|
||||
lightEnergy *= isSpotEnabled();
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
specular *= lightEnergy * isSpecularEnabled();
|
||||
|
||||
if (isShowLightContour() > 0.0) {
|
||||
// Show edges
|
||||
|
|
|
@ -77,6 +77,30 @@ float isWireframeEnabled() {
|
|||
<@endfunc@>
|
||||
<$declareLightingModel()$>
|
||||
|
||||
struct SurfaceData {
|
||||
vec3 normal;
|
||||
vec3 eyeDir;
|
||||
vec3 lightDir;
|
||||
vec3 halfDir;
|
||||
float roughness;
|
||||
float roughness2;
|
||||
float roughness4;
|
||||
float ndotv;
|
||||
float ndotl;
|
||||
float ndoth;
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -105,117 +125,136 @@ 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.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.smithInvG1NdotV = evalSmithInvG1(surface.roughness4, surface.ndotv);
|
||||
|
||||
// These values will be set when we know the light direction, in updateSurfaceDataWithLight
|
||||
surface.ndoth = 0.0;
|
||||
surface.ndotl = 0.0;
|
||||
surface.ldoth = 0.0;
|
||||
surface.lightDir = vec3(0,0,1);
|
||||
surface.halfDir = vec3(0,0,1);
|
||||
|
||||
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) {
|
||||
float ndoth = clamp(dot(halfDir, normal), 0.0, 1.0);
|
||||
// float gloss2 = pow(0.001 + roughness, 4);
|
||||
float gloss2 = (0.001 + roughness);
|
||||
gloss2 *= gloss2; // pow 2
|
||||
gloss2 *= gloss2; // pow 4
|
||||
float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
|
||||
float power = gloss2 / (3.14159 * denom * denom);
|
||||
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 denom = (surface.ndoth*surface.ndoth * (surface.roughness2 - 1.0) + 1.0);
|
||||
denom *= denom;
|
||||
// Add geometric factors G1(n,l) and G1(n,v)
|
||||
float smithInvG1NdotL = evalSmithInvG1(surface.roughness4, surface.ndotl);
|
||||
denom *= surface.smithInvG1NdotV * smithInvG1NdotL;
|
||||
// Don't divide by PI as it will be done later
|
||||
float power = surface.roughness4 / denom;
|
||||
return power;
|
||||
}
|
||||
float specularDistributionGloss(float gloss2, vec3 normal, vec3 halfDir) {
|
||||
float ndoth = clamp(dot(halfDir, normal), 0.0, 1.0);
|
||||
// float gloss2 = pow(0.001 + roughness, 4);
|
||||
float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
|
||||
float power = gloss2 / (3.14159 * denom * denom);
|
||||
return power;
|
||||
}
|
||||
<! //NOTE: ANother implementation for specularDistribution
|
||||
float specularDistribution(float roughness, vec3 normal, vec3 halfDir) {
|
||||
float gloss = exp2(10 * (1.0 - roughness) + 1);
|
||||
float power = pow(clamp(dot(halfDir, normal), 0.0, 1.0), gloss);
|
||||
power *= (gloss * 0.125 + 0.25);
|
||||
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) {
|
||||
// Diffuse Lighting
|
||||
float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir);
|
||||
vec3 specular = fresnelColor * power * diffuse;
|
||||
|
||||
return vec4(specular, (1.0 - metallic) * diffuse * (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) {
|
||||
// Diffuse Lighting
|
||||
float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
vec4 evalPBRShading(float metallic, vec3 fresnel, SurfaceData surface) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
float fresnelScalar = fresnelSchlickScalar(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir);
|
||||
vec3 specular = vec3(fresnelScalar) * power * diffuse;
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = fresnelColor * power * angleAttenuation;
|
||||
float diffuse = (1.0 - metallic) * angleAttenuation * (1.0 - fresnelColor.x);
|
||||
|
||||
return vec4(specular, diffuse * (1.0 - fresnelScalar));
|
||||
diffuse /= 3.1415926;
|
||||
// Diffuse is divided by PI but specular isn't because an infinitesimal volume light source
|
||||
// has a multiplier of PI, says Naty Hoffman.
|
||||
// (see http://blog.selfshadow.com/publications/s2013-shading-course/hoffman/s2013_pbs_physics_math_notes.pdf
|
||||
// page 23 paragraph "Punctual light sources")
|
||||
|
||||
return vec4(specular, diffuse);
|
||||
}
|
||||
|
||||
vec4 evalPBRShadingMetallic(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, vec3 fresnel) {
|
||||
// Diffuse Lighting
|
||||
float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
|
||||
vec4 evalPBRShadingDielectric(SurfaceData surface, float fresnel) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistribution(roughness, fragNormal, halfDir);
|
||||
vec3 specular = fresnelColor * power * diffuse;
|
||||
float fresnelScalar = fresnelSchlickScalar(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = vec3(fresnelScalar) * power * angleAttenuation;
|
||||
float diffuse = angleAttenuation * (1.0 - fresnelScalar);
|
||||
|
||||
diffuse /= 3.1415926;
|
||||
// Diffuse is divided by PI but specular isn't because an infinitesimal volume light source
|
||||
// has a multiplier of PI, says Naty Hoffman.
|
||||
// (see http://blog.selfshadow.com/publications/s2013-shading-course/hoffman/s2013_pbs_physics_math_notes.pdf
|
||||
// page 23 paragraph "Punctual light sources")
|
||||
return vec4(specular, diffuse);
|
||||
}
|
||||
|
||||
vec4 evalPBRShadingMetallic(SurfaceData surface, vec3 fresnel) {
|
||||
// Incident angle attenuation
|
||||
float angleAttenuation = surface.ndotl;
|
||||
|
||||
// Specular Lighting
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, surface);
|
||||
float power = specularDistribution(surface);
|
||||
vec3 specular = fresnelColor * power * angleAttenuation;
|
||||
|
||||
// Specular isn't divided by PI because an infinitesimal volume light source
|
||||
// has a multiplier of PI, says Naty Hoffman.
|
||||
// (see http://blog.selfshadow.com/publications/s2013-shading-course/hoffman/s2013_pbs_physics_math_notes.pdf
|
||||
// page 23 paragraph "Punctual light sources")
|
||||
return vec4(specular, 0.f);
|
||||
}
|
||||
|
||||
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
|
||||
vec4 evalPBRShadingGloss(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float metallic, vec3 fresnel, float gloss2) {
|
||||
// Diffuse Lighting
|
||||
float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
|
||||
|
||||
// Specular Lighting
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
vec3 fresnelColor = fresnelSchlickColor(fresnel, fragLightDir, halfDir);
|
||||
float power = specularDistributionGloss(gloss2, fragNormal, halfDir);
|
||||
vec3 specular = fresnelColor * power * diffuse;
|
||||
|
||||
return vec4(specular, (1.0 - metallic) * diffuse * (1.0 - fresnelColor.x));
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
|
||||
<$declareEvalPBRShading()$>
|
||||
|
||||
// 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;
|
||||
|
@ -229,22 +268,19 @@ 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 = evalPBRShadingGloss(fragNormal, fragLightDir, fragEyeDir, metallic, fresnel, roughness);
|
||||
vec4 shading = evalPBRShading(metallic, fresnel, surface);
|
||||
diffuse = vec3(shading.w);
|
||||
specular = shading.xyz;
|
||||
}
|
||||
|
@ -253,17 +289,15 @@ 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);
|
||||
|
@ -271,10 +305,9 @@ 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 = evalPBRShadingGloss(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);
|
||||
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);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -46,13 +46,7 @@ void main(void) {
|
|||
albedo *= _color;
|
||||
|
||||
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);
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
|
|
@ -44,13 +44,7 @@ void main(void) {
|
|||
albedo *= _color;
|
||||
|
||||
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);
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -30,7 +30,8 @@ var DEFAULT_SCRIPTS_COMBINED = [
|
|||
"system/dialTone.js",
|
||||
"system/firstPersonHMD.js",
|
||||
"system/tablet-ui/tabletUI.js",
|
||||
"system/emote.js"
|
||||
"system/emote.js",
|
||||
"system/run.js"
|
||||
];
|
||||
var DEFAULT_SCRIPTS_SEPARATE = [
|
||||
"system/controllers/controllerScripts.js"
|
||||
|
|
1
scripts/system/assets/images/run.svg
Normal file
1
scripts/system/assets/images/run.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" x="0px" y="0px" viewBox="0 0 100 100" enable-background="new 0 0 100 100" xml:space="preserve"><path d="M56.3,18.2c-2.6,0-28.1,0-32.5,0s-5.3,7.1,0,7.1h23.7c0.9,0,1.2,0.6,0.8,1.3c0,0-6,10.8-8.3,14.3c-2.3,3.5-1.1,9,1.7,11 C49.1,57.4,60.5,66,60.5,66c0.7,0.5,1.2,1.6,1.2,2.4c0,0,0,15.2,0,21.7c0,6.5,9.6,6.2,9.6,0c0-4.9,0-27.1,0-27.1 c0-0.8-0.5-1.9-1.2-2.5L53.8,48.5C53.2,48,53,47,53.4,46.3l10.2-17.9C63.5,28.4,58.9,18.2,56.3,18.2z M38.1,53.8l-8.6,12.1 c0,0-4.4-3.1-9.5-7.2c-5-4.1-10.9,2.8-5.8,6.8c2.6,2,6.8,5.2,10.3,8c3.6,2.8,9,3.2,12.6-2.1c5.2-7.8,8.2-12,8.2-12L38.1,53.8z M61.2,39.8c0,0,4.8,7,6.8,10.1c2.1,3,6.7,2.3,9.8,0c3.1-2.3,6.1-4.3,8.3-6c3.6-2.7-0.1-8.6-3.9-6c-4.7,3.3-7.7,5.7-7.7,5.7 c-0.6,0.5-1.5,0.4-2-0.4L65.9,32L61.2,39.8z M61.8,7.5c-3.7,6.2,0.9,12.7,3.8,14.4c2.1,1.3,5.1,2.6,8.3-2.7s3.3-8.8-3-12.6 C68.8,5.4,64.3,3.3,61.8,7.5z"></path></svg>
|
After Width: | Height: | Size: 955 B |
|
@ -3,18 +3,24 @@
|
|||
/* global Script, Tablet, MyAvatar */
|
||||
|
||||
(function() { // BEGIN LOCAL_SCOPE
|
||||
var WALK_SPEED = 2.6;
|
||||
var RUN_SPEED = 4.5;
|
||||
var MIDDLE_SPEED = (WALK_SPEED + RUN_SPEED) / 2.0;
|
||||
|
||||
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
|
||||
var button = tablet.addButton({
|
||||
icon: Script.resolvePath("assets/images/icon-particles.svg"),
|
||||
text: "Run",
|
||||
icon: Script.resolvePath("assets/images/run.svg"),
|
||||
text: "RUN",
|
||||
sortOrder: 15
|
||||
});
|
||||
|
||||
function onClicked() {
|
||||
if (MyAvatar.walkSpeed < 4) {
|
||||
MyAvatar.walkSpeed = 4.5;
|
||||
if (MyAvatar.walkSpeed < MIDDLE_SPEED) {
|
||||
button.editProperties({isActive: true});
|
||||
MyAvatar.walkSpeed = RUN_SPEED;
|
||||
} else {
|
||||
MyAvatar.walkSpeed = 2.6;
|
||||
button.editProperties({isActive: false});
|
||||
MyAvatar.walkSpeed = WALK_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,4 +30,10 @@
|
|||
}
|
||||
|
||||
button.clicked.connect(onClicked);
|
||||
if (MyAvatar.walkSpeed < MIDDLE_SPEED) {
|
||||
button.editProperties({isActive: false});
|
||||
} else {
|
||||
button.editProperties({isActive: true});
|
||||
}
|
||||
|
||||
}());
|
||||
|
|
Loading…
Reference in a new issue