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authorSmileTheory <SmileTheory@gmail.com>2014-04-16 05:26:03 -0700
committerTim Angus <tim@ngus.net>2014-06-17 17:43:42 +0100
commiteadaba4913c24cfc8b96d813a3017c9081ad0dbd (patch)
treeddcf4fdf6ca4ccfa0f32a4874d6760acf2e7828c /src/renderergl2/glsl
parentd9ed6a7cf6f7091c8c7e44df93b9fa3e1f772643 (diff)
OpenGL2: Remove sRGB support, replace with gamma cvars.
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/calclevels4x_fp.glsl9
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl113
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl8
-rw-r--r--src/renderergl2/glsl/tonemap_fp.glsl9
4 files changed, 87 insertions, 52 deletions
diff --git a/src/renderergl2/glsl/calclevels4x_fp.glsl b/src/renderergl2/glsl/calclevels4x_fp.glsl
index c8cf06c7..1de59e9f 100644
--- a/src/renderergl2/glsl/calclevels4x_fp.glsl
+++ b/src/renderergl2/glsl/calclevels4x_fp.glsl
@@ -9,10 +9,15 @@ const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.5
vec3 GetValues(vec2 offset, vec3 current)
{
- vec3 minAvgMax;
- vec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMax = texture2D(u_TextureMap, tc).rgb;
+ vec2 tc = var_TexCoords + u_InvTexRes * offset;
+ vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb;
#ifdef FIRST_PASS
+
+ #if defined(r_framebufferGamma)
+ minAvgMax = pow(minAvgMax, vec3(r_framebufferGamma));
+ #endif
+
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
float loglumi = clamp(log2(lumi), -10.0, 10.0);
minAvgMax = vec3(loglumi * 0.05 + 0.5);
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 0f50a038..7c62d664 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -65,10 +65,6 @@ varying vec3 var_ViewDir;
#endif
#endif
-#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
-varying vec3 var_LightColor;
-#endif
-
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@@ -329,9 +325,9 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
void main()
{
- vec3 viewDir;
+ vec3 viewDir, lightColor, ambientColor;
vec3 L, N, E, H;
- float NL, NH, NE, EH;
+ float NL, NH, NE, EH, attenuation;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
@@ -352,16 +348,10 @@ void main()
#endif
#if defined(USE_LIGHTMAP)
- vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
- vec3 lightColor = lightSample.rgb;
+ vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
#if defined(RGBM_LIGHTMAP)
- lightColor *= lightSample.a;
+ lightmapColor.rgb *= lightmapColor.a;
#endif
-#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
- vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
- vec3 ambientColor = u_AmbientLight;
-#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
- vec3 lightColor = var_LightColor;
#endif
vec2 texCoords = var_TexCoords.xy;
@@ -375,12 +365,22 @@ void main()
#endif
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
-#if defined(USE_GAMMA2_TEXTURES)
- diffuse.rgb *= diffuse.rgb;
-#endif
-
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ #if defined(USE_LIGHTMAP)
+ lightColor = lightmapColor.rgb * var_Color.rgb;
+ ambientColor = vec3(0.0);
+ attenuation = 1.0;
+ #elif defined(USE_LIGHT_VECTOR)
+ lightColor = u_DirectedLight * var_Color.rgb;
+ ambientColor = u_AmbientLight * var_Color.rgb;
+ attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
+ #elif defined(USE_LIGHT_VERTEX)
+ lightColor = var_Color.rgb;
+ ambientColor = vec3(0.0);
+ attenuation = 1.0;
+ #endif
+
#if defined(USE_NORMALMAP)
#if defined(SWIZZLE_NORMALMAP)
N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
@@ -416,8 +416,13 @@ void main()
#endif
#endif
+ #if defined(r_lightGamma)
+ lightColor = pow(lightColor, vec3(r_lightGamma));
+ ambientColor = pow(ambientColor, vec3(r_lightGamma));
+ #endif
+
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
- vec3 ambientColor = lightColor;
+ ambientColor = lightColor;
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
// Scale the incoming light to compensate for the baked-in light angle
@@ -426,7 +431,7 @@ void main()
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
- ambientColor -= lightColor * surfNL;
+ ambientColor = clamp(ambientColor - lightColor * surfNL, 0.0, 1.0);
#endif
vec3 reflectance;
@@ -436,15 +441,17 @@ void main()
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
- #if defined(USE_GAMMA2_TEXTURES)
- specular.rgb *= specular.rgb;
- #endif
#else
vec4 specular = vec4(1.0);
#endif
specular *= u_SpecularScale;
+ #if defined(r_materialGamma)
+ diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
+ specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
+ #endif
+
float gloss = specular.a;
float shininess = exp2(gloss * 13.0);
@@ -482,7 +489,7 @@ void main()
#endif
#endif
- gl_FragColor.rgb = lightColor * reflectance * NL;
+ gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
#if 0
vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
@@ -506,19 +513,23 @@ void main()
// parallax corrected cubemap (cheaper trick)
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
- R += u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
+ vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
- vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
+ vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
- #if defined(USE_LIGHTMAP)
- cubeLightColor *= lightSample.rgb;
- #elif defined (USE_LIGHT_VERTEX)
- cubeLightColor *= var_LightColor;
- #else
- cubeLightColor *= lightColor * NL + ambientColor;
- #endif
+ // normalize cubemap based on lowest mip (~diffuse)
+ // multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
+ //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 0.5 / 255.0);
+ //cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
+
+ #if defined(r_framebufferGamma)
+ cubeLightColor = pow(cubeLightColor, vec3(r_framebufferGamma));
+ #endif
+
+ // multiply cubemap values by lighting
+ // not technically correct, but helps make reflections look less unnatural
+ //cubeLightColor *= lightColor * (attenuation * NL) + ambientColor;
- //gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
gl_FragColor.rgb += cubeLightColor * reflectance;
#endif
@@ -541,25 +552,43 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess);
reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess);
- lightColor = u_PrimaryLightColor;
+ lightColor = u_PrimaryLightColor * var_Color.rgb;
- // enable when point lights are supported as primary lights
- //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
+ #if defined(r_lightGamma)
+ lightColor = pow(lightColor, vec3(r_lightGamma));
+ #endif
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;
#endif
+ // enable when point lights are supported as primary lights
+ //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
+
gl_FragColor.rgb += lightColor * reflectance * NL2;
#endif
-
- gl_FragColor.a = diffuse.a;
#else
- gl_FragColor = diffuse;
+ lightColor = var_Color.rgb;
+
#if defined(USE_LIGHTMAP)
- gl_FragColor.rgb *= lightColor;
+ lightColor *= lightmapColor.rgb;
#endif
+
+ #if defined(r_lightGamma)
+ lightColor = pow(lightColor, vec3(r_lightGamma));
+ #endif
+
+ #if defined(r_materialGamma)
+ diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
+ #endif
+
+ gl_FragColor.rgb = diffuse.rgb * lightColor;
+
+#endif
+
+#if defined(r_framebufferGamma)
+ gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / r_framebufferGamma));
#endif
- gl_FragColor *= var_Color;
+ gl_FragColor.a = diffuse.a * var_Color.a;
}
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
index 2e1c899c..b9e839de 100644
--- a/src/renderergl2/glsl/lightall_vp.glsl
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -83,10 +83,6 @@ varying vec3 var_ViewDir;
#endif
#endif
-#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
-varying vec3 var_LightColor;
-#endif
-
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@@ -216,10 +212,6 @@ void main()
#endif
var_Color = u_VertColor * attr_Color + u_BaseColor;
-#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
- var_LightColor = var_Color.rgb;
- var_Color.rgb = vec3(1.0);
-#endif
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
float sqrLightDist = dot(L, L);
diff --git a/src/renderergl2/glsl/tonemap_fp.glsl b/src/renderergl2/glsl/tonemap_fp.glsl
index 9b18de8a..4c914aca 100644
--- a/src/renderergl2/glsl/tonemap_fp.glsl
+++ b/src/renderergl2/glsl/tonemap_fp.glsl
@@ -32,6 +32,11 @@ vec3 FilmicTonemap(vec3 x)
void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
+
+ #if defined(r_framebufferGamma)
+ color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
+ #endif
+
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
@@ -44,5 +49,9 @@ void main()
vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
color.rgb = FilmicTonemap(color.rgb) * fWhite;
+ #if defined(r_tonemapGamma)
+ color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
+ #endif
+
gl_FragColor = clamp(color, 0.0, 1.0);
}