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-rw-r--r--src/renderergl2/glsl/calclevels4x_fp.glsl4
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl48
-rw-r--r--src/renderergl2/glsl/tonemap_fp.glsl8
3 files changed, 25 insertions, 35 deletions
diff --git a/src/renderergl2/glsl/calclevels4x_fp.glsl b/src/renderergl2/glsl/calclevels4x_fp.glsl
index 1de59e9f..0d298b62 100644
--- a/src/renderergl2/glsl/calclevels4x_fp.glsl
+++ b/src/renderergl2/glsl/calclevels4x_fp.glsl
@@ -14,8 +14,8 @@ vec3 GetValues(vec2 offset, vec3 current)
#ifdef FIRST_PASS
- #if defined(r_framebufferGamma)
- minAvgMax = pow(minAvgMax, vec3(r_framebufferGamma));
+ #if defined(USE_PBR)
+ minAvgMax = pow(minAvgMax, vec3(2.2));
#endif
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index b8f3985f..eb8ba900 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -276,9 +276,9 @@ void main()
attenuation = 1.0;
#endif
- #if defined(r_lightGamma)
- lightColor = pow(lightColor, vec3(r_lightGamma));
- ambientColor = pow(ambientColor, vec3(r_lightGamma));
+ #if defined(USE_PBR)
+ lightColor = pow(lightColor, vec3(2.2));
+ ambientColor = pow(ambientColor, vec3(2.2));
#endif
#if defined(USE_NORMALMAP)
@@ -319,7 +319,7 @@ void main()
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
- ambientColor = clamp(ambientColor - lightColor * surfNL, 0.0, 1.0);
+ ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
#endif
vec3 reflectance;
@@ -335,21 +335,18 @@ void main()
specular *= u_SpecularScale;
- #if defined(r_materialGamma)
- diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
- #if !defined(SPECULAR_IS_METALLIC)
- specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
- #endif
+ #if defined(USE_PBR)
+ diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
#endif
float gloss = specular.a;
- #if defined(GLOSS_IS_ROUGHNESS)
- float roughness = gloss;
+ #if defined(USE_PBR)
+ float roughness = 1.0 - specular.r;
#else
float roughness = exp2(-3.0 * gloss);
#endif
- #if defined(SPECULAR_IS_METALLIC)
+ #if defined(USE_PBR)
// diffuse is actually base color, and green of specular is metallicness
float metallic = specular.g;
@@ -374,7 +371,7 @@ void main()
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
- #if defined(GLOSS_IS_ROUGHNESS)
+ #if defined(USE_PBR)
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * roughness).rgb * u_EnableTextures.w;
#else
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
@@ -385,8 +382,8 @@ void main()
//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));
+ #if defined(USE_PBR)
+ cubeLightColor = pow(cubeLightColor, vec3(2.2));
#endif
// multiply cubemap values by lighting
@@ -421,8 +418,8 @@ void main()
lightColor = u_PrimaryLightColor;
- #if defined(r_lightGamma)
- lightColor = pow(lightColor, vec3(r_lightGamma));
+ #if defined(USE_PBR)
+ lightColor = pow(lightColor, vec3(2.2));
#endif
#if defined(USE_SHADOWMAP)
@@ -434,6 +431,11 @@ void main()
gl_FragColor.rgb += lightColor * reflectance * NL2;
#endif
+
+ #if defined(USE_PBR)
+ gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));
+ #endif
+
#else
lightColor = var_Color.rgb;
@@ -441,21 +443,9 @@ void main()
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.a = diffuse.a * var_Color.a;
}
diff --git a/src/renderergl2/glsl/tonemap_fp.glsl b/src/renderergl2/glsl/tonemap_fp.glsl
index 1368c5bd..5d8841d6 100644
--- a/src/renderergl2/glsl/tonemap_fp.glsl
+++ b/src/renderergl2/glsl/tonemap_fp.glsl
@@ -28,8 +28,8 @@ void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
-#if defined(r_framebufferGamma)
- color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
+#if defined(USE_PBR)
+ color.rgb = pow(color.rgb, vec3(2.2));
#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
@@ -46,8 +46,8 @@ void main()
color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
-#if defined(r_tonemapGamma)
- color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
+#if defined(USE_PBR)
+ color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
#endif
gl_FragColor = color;