diff options
Diffstat (limited to 'src/renderergl2/glsl')
| -rw-r--r-- | src/renderergl2/glsl/calclevels4x_fp.glsl | 9 | ||||
| -rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 113 | ||||
| -rw-r--r-- | src/renderergl2/glsl/lightall_vp.glsl | 8 | ||||
| -rw-r--r-- | src/renderergl2/glsl/tonemap_fp.glsl | 9 | 
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);  }  | 
