diff options
Diffstat (limited to 'src/renderergl2/glsl/lightall_fp.glsl')
-rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 113 |
1 files changed, 71 insertions, 42 deletions
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; } |