diff options
Diffstat (limited to 'src/renderergl2/glsl/lightall_fp.glsl')
-rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 18 |
1 files changed, 16 insertions, 2 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); |