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-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl92
1 files changed, 45 insertions, 47 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 10f99946..0b455dd6 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -140,45 +140,45 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
}
#endif
-float CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)
+vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess)
{
#if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
float gamma = dot(E, L) - NE * NL;
float B = 2.22222 + 0.1 * shininess;
- #if defined(USE_OREN_NAYAR)
+ #if defined(USE_OREN_NAYAR)
float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
gamma = clamp(gamma, 0.0, 1.0);
- #endif
+ #endif
- #if defined(USE_TRIACE_OREN_NAYAR)
+ #if defined(USE_TRIACE_OREN_NAYAR)
float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
if (gamma >= 0.0)
- #endif
+ #endif
{
B *= max(max(NL, NE), EPSILON);
}
- return (A + gamma / B) * (1.0 - fzero);
+ return diffuseAlbedo * (A + gamma / B);
#else
- return 1.0 - fzero;
+ return diffuseAlbedo;
#endif
}
#if defined(USE_SPECULARMAP)
-float CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float shininess)
+vec3 CalcSpecular(vec3 specularReflectance, float NH, float NL, float NE, float EH, float shininess)
{
#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
float blinn = pow(NH, shininess);
#endif
#if defined(USE_BLINN)
- return blinn;
+ return specularReflectance * blinn;
#endif
#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
- float fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);
+ vec3 fresnel = specularReflectance + (vec3(1.0) - specularReflectance) * pow(1.0 - EH, 5);
#endif
#if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
@@ -296,11 +296,15 @@ void main()
}
#endif
- vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
+ vec4 diffuseAlbedo = texture2D(u_DiffuseMap, texCoords);
+#if defined(USE_LIGHT) && defined(USE_GAMMA2_TEXTURES)
+ diffuseAlbedo.rgb *= diffuseAlbedo.rgb;
+#endif
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
- #if defined(USE_LIGHTMAP)
- diffuse.rgb *= lightColor;
+ gl_FragColor = diffuse.rgb;
+ #if defined(USE_LIGHTMAP)
+ gl_FragColor *= lightColor;
#endif
#elif defined(USE_LIGHT)
L = normalize(L);
@@ -317,13 +321,13 @@ void main()
#if defined(SHADOWMAP_MODULATE)
//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
vec3 shadowColor = u_PrimaryLightAmbient * lightColor;
-
+
#if 0
// Only shadow when the world light is parallel to the primary light
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDirection), 0.0, 1.0);
- #endif
+ #endif
lightColor = mix(shadowColor, lightColor, shadowValue);
- #endif
+ #endif
#endif
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
@@ -363,28 +367,28 @@ void main()
float NL = clamp(dot(N, L), 0.0, 1.0);
float NE = clamp(dot(N, E), 0.0, 1.0);
- float fzero = u_MaterialInfo.x;
+ float maxReflectance = u_MaterialInfo.x;
float shininess = u_MaterialInfo.y;
#if defined(USE_SPECULARMAP)
- vec4 specular = texture2D(u_SpecularMap, texCoords);
- //specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
- shininess *= specular.a;
+ vec4 specularReflectance = texture2D(u_SpecularMap, texCoords);
+ specularReflectance.rgb *= maxReflectance;
+ shininess *= specularReflectance.a;
+ // adjust diffuse by specular reflectance, to maintain energy conservation
+ diffuseAlbedo.rgb *= vec3(1.0) - specularReflectance.rgb;
#endif
- float diffuseIntensity = NL * CalcDiffuse(N, L, E, NE, NL, fzero, shininess);
+ gl_FragColor.rgb = lightColor * NL * CalcDiffuse(diffuseAlbedo.rgb, N, L, E, NE, NL, shininess);
+ gl_FragColor.rgb += ambientDiff * ambientColor * diffuseAlbedo.rgb;
#if defined(USE_PRIMARY_LIGHT)
vec3 L2 = var_PrimaryLightDirection;
-
float NL2 = clamp(dot(N, L2), 0.0, 1.0);
- float diffuseIntensity2 = NL2 * CalcDiffuse(N, L2, E, NE, NL2, fzero, shininess);
+
#if defined(USE_SHADOWMAP)
- diffuseIntensity2 *= shadowValue;
- #endif
-
- diffuse.rgb *= lightColor * diffuseIntensity + u_PrimaryLightColor * diffuseIntensity2 + ambientDiff * ambientColor;
- #else
- diffuse.rgb *= lightColor * diffuseIntensity + ambientDiff * ambientColor;
+ gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
+ #else
+ gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
+ #endif
#endif
#if defined(USE_SPECULARMAP)
@@ -393,39 +397,33 @@ void main()
float EH = clamp(dot(E, H), 0.0, 1.0);
float NH = clamp(dot(N, H), 0.0, 1.0);
- float specularIntensity = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
+ gl_FragColor.rgb += lightColor * NL * CalcSpecular(specularReflectance.rgb, NH, NL, NE, EH, shininess);
#if defined(r_normalAmbient)
vec3 ambientHalf = normalize(surfN + E);
float ambientSpec = max(dot(ambientHalf, N) + 0.5, 0.0);
ambientSpec *= ambientSpec * 0.44;
- ambientSpec = pow(ambientSpec, shininess) * fzero;
- #else
- float ambientSpec = 0.0;
- #endif
- #if defined(USE_PRIMARY_LIGHT)
+ gl_FragColor.rgb += specularReflectance.rgb * ambientSpec * ambientColor;
+ #endif
+
+ #if defined(USE_PRIMARY_LIGHT)
vec3 H2 = normalize(L2 + E);
float EH2 = clamp(dot(E, H2), 0.0, 1.0);
float NH2 = clamp(dot(N, H2), 0.0, 1.0);
- float specularIntensity2 = NL * CalcSpecular(NH2, NL2, NE, EH2, fzero, shininess);
#if defined(USE_SHADOWMAP)
- specularIntensity2 *= shadowValue;
+ gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
+ #else
+ gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
#endif
-
- specular.rgb *= specularIntensity * lightColor + specularIntensity2 * u_PrimaryLightColor + ambientSpec * ambientColor;
- #else
- specular.rgb *= specularIntensity * lightColor + ambientSpec * ambientColor;
- #endif
+ #endif
#endif
+#else
+ gl_FragColor.rgb = diffuseAlbedo.rgb;
#endif
- gl_FragColor = diffuse;
-
-#if defined(USE_SPECULARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- gl_FragColor.rgb += specular.rgb;
-#endif
+ gl_FragColor.a = diffuseAlbedo.a;
gl_FragColor *= var_Color;
}