Factorising the shader code to unpack data from the deferred buffer

This commit is contained in:
Sam Gateau 2015-01-12 15:00:35 -08:00
parent 06b44626f3
commit c45f618852
4 changed files with 96 additions and 118 deletions

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@ -0,0 +1,65 @@
<!
// DeferredBuffer.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 1/12/15.
// Copyright 2013 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
!>
<@if not DEFERRED_BUFFER_SLH@>
<@def DEFERRED_BUFFER_SLH@>
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
struct DeferredFragment {
float depthVal;
vec4 normalVal;
vec4 diffuseVal;
vec4 specularVal;
vec4 position;
vec3 normal;
};
DeferredFragment unpackDeferredFragment(vec2 texcoord) {
DeferredFragment frag;
frag.depthVal = texture2D(depthMap, texcoord).r;
frag.normalVal = texture2D(normalMap, texcoord);
frag.diffuseVal = texture2D(diffuseMap, texcoord);
frag.specularVal = texture2D(specularMap, texcoord);
// compute the view space position using the depth
float z = near / (frag.depthVal * depthScale - 1.0);
frag.position = vec4((depthTexCoordOffset + texcoord * depthTexCoordScale) * z, z, 1.0);
// Unpack the normal from the map
frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
return frag;
}
<@endif@>

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@ -12,56 +12,29 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
void main(void) {
float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
vec4 normalVal = frag.normalVal;
vec4 diffuseVal = frag.diffuseVal;
vec4 specularVal = frag.specularVal;
// compute the view space position using the depth
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 0.0);
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
} else {
// get the normal from the map
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
float facingLight = step(0.0, diffuse);
vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
// compute the specular multiplier (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
normalizedNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
frag.normal));
// add specular contribution
vec4 specularColor = specularVal;

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@ -12,52 +12,24 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
// Everything about shadow
<@include Shadow.slh@>
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
void main(void) {
float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
// compute the view space position using the depth
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
vec4 normalVal = frag.normalVal;
vec4 diffuseVal = frag.diffuseVal;
vec4 specularVal = frag.specularVal;
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalCascadedShadowTexcoord(position);
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// get the normal from the map
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
@ -83,19 +55,15 @@ void main(void) {
float facingLight = step(0.0, diffuse) * shadowAttenuation;
// compute the base color based on OpenGL lighting model
vec3 baseColor = diffuseVal.rgb * (/*gl_FrontLightModelProduct.sceneColor.rgb + */
vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
// compute the specular multiplier (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
normalizedNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
frag.normal));
// add specular contribution
vec4 specularColor = specularVal;
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
if (gl_FragCoord.x > 1024) {
gl_FragColor = vec4( (gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight)), normalVal.a);
}
}
}

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@ -12,52 +12,24 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
// Everything about shadow
<@include Shadow.slh@>
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
void main(void) {
float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
// compute the view space position using the depth
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
vec4 normalVal = frag.normalVal;
vec4 diffuseVal = frag.diffuseVal;
vec4 specularVal = frag.specularVal;
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalShadowTexcoord(position);
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// get the normal from the map
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
@ -86,8 +58,8 @@ void main(void) {
gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
// compute the specular multiplier (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
normalizedNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
frag.normal));
// add specular contribution
vec4 specularColor = specularVal;