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authorSmileTheory <SmileTheory@gmail.com>2014-03-03 17:32:07 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:40 +0100
commit21f2da379bdc4ca92b8c77604e8f02c4feabdcc2 (patch)
treed367f8c6f209fe7c0b936c8a0a3e05a384a3df9f /src
parent40ac861e072b4a6f56fa08d7257045f28f66f303 (diff)
OpenGL2: Minor GLSL shader improvements.
Diffstat (limited to 'src')
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl18
-rw-r--r--src/renderergl2/glsl/shadowmask_fp.glsl9
2 files changed, 23 insertions, 4 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index b983d6fe..871c527e 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -167,7 +167,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
#elif 0
// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
- return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
+ return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
#else
// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
@@ -379,7 +379,7 @@ void main()
N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
#endif
N.xy *= u_EnableTextures.x;
- N.z = sqrt((0.25 - N.x * N.x) - N.y * N.y);
+ N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
N = tangentToWorld * N;
#else
N = var_Normal.xyz;
@@ -473,7 +473,21 @@ void main()
#endif
gl_FragColor.rgb = lightColor * reflectance * NL;
+
+#if 0
+ vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
+
+ // do ambient as two hemisphere lights, one straight up one straight down
+ float hemiDiffuseUp = N.z * 0.5 + 0.5;
+ float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
+ float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
+ float hemiSpecularDown = 1.0 - hemiSpecularUp;
+
+ gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
+ gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
+#else
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
+#endif
#if defined(USE_CUBEMAP)
reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl
index 4bac5ccd..b489fef5 100644
--- a/src/renderergl2/glsl/shadowmask_fp.glsl
+++ b/src/renderergl2/glsl/shadowmask_fp.glsl
@@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar
varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
+// depth is GL_DEPTH_COMPONENT24
+// so the maximum error is 1.0 / 2^24
+#define DEPTH_MAX_ERROR 0.000000059604644775390625
+
// Input: It uses texture coords as the random number seed.
// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
// Author: Michael Pohoreski
@@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
-
+
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
@@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
float sampleZDivW = texture2D(depthMap, tex).r;
+ sampleZDivW -= DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
@@ -81,7 +86,7 @@ void main()
float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
- vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
+ vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
vec4 shadowpos = u_ShadowMvp * biasPos;