From 75fe4796280cc95fe6b96cc9c9df5d74fc478ffa Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Mon, 16 Sep 2013 00:54:26 -0700 Subject: #5979: Cubemap support for opengl2. --- src/renderergl2/glsl/lightall_fp.glsl | 482 ++++++++++++++++++++-------------- 1 file changed, 282 insertions(+), 200 deletions(-) (limited to 'src/renderergl2/glsl/lightall_fp.glsl') diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl index 0b455dd6..efd01399 100644 --- a/src/renderergl2/glsl/lightall_fp.glsl +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -20,14 +20,11 @@ uniform sampler2D u_SpecularMap; uniform sampler2D u_ShadowMap; #endif -uniform vec3 u_ViewOrigin; - -#if defined(USE_TCGEN) -uniform int u_TCGen0; +#if defined(USE_CUBEMAP) +uniform samplerCube u_CubeMap; #endif #if defined(USE_LIGHT_VECTOR) -uniform vec4 u_LightOrigin; uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; uniform float u_LightRadius; @@ -39,7 +36,6 @@ uniform vec3 u_PrimaryLightAmbient; uniform float u_PrimaryLightRadius; #endif - #if defined(USE_LIGHT) uniform vec2 u_MaterialInfo; #endif @@ -50,43 +46,35 @@ varying vec2 var_LightTex; #endif varying vec4 var_Color; -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Position; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) -varying vec3 var_SampleToView; -#endif - -#if !defined(USE_FAST_LIGHT) +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) +varying vec3 var_ViewDir; varying vec3 var_Normal; -#endif - -#if defined(USE_VERT_TANGENT_SPACE) varying vec3 var_Tangent; varying vec3 var_Bitangent; #endif -varying vec3 var_VertLight; +#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) +varying vec3 var_lightColor; +#endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) -varying vec3 var_LightDirection; +varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) -varying vec3 var_PrimaryLightDirection; +varying vec3 var_PrimaryLightDir; #endif #define EPSILON 0.00000001 #if defined(USE_PARALLAXMAP) -float SampleHeight(sampler2D normalMap, vec2 t) +float SampleDepth(sampler2D normalMap, vec2 t) { #if defined(SWIZZLE_NORMALMAP) - return texture2D(normalMap, t).r; + return 1.0 - texture2D(normalMap, t).r; #else - return texture2D(normalMap, t).a; + return 1.0 - texture2D(normalMap, t).a; #endif } @@ -95,10 +83,8 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap) const int linearSearchSteps = 16; const int binarySearchSteps = 6; - float depthStep = 1.0 / float(linearSearchSteps); - // current size of search window - float size = depthStep; + float size = 1.0 / float(linearSearchSteps); // current depth position float depth = 0.0; @@ -111,7 +97,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap) { depth += size; - float t = 1.0 - SampleHeight(normalMap, dp + ds * depth); + float t = SampleDepth(normalMap, dp + ds * depth); if(bestDepth > 0.996) // if no depth found yet if(depth >= t) @@ -125,7 +111,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap) { size *= 0.5; - float t = 1.0 - SampleHeight(normalMap, dp + ds * depth); + float t = SampleDepth(normalMap, dp + ds * depth); if(depth >= t) { @@ -157,7 +143,7 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, if (gamma >= 0.0) #endif { - B *= max(max(NL, NE), EPSILON); + B = max(B * max(NL, NE), EPSILON); } return diffuseAlbedo * (A + gamma / B); @@ -166,60 +152,135 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, #endif } -#if defined(USE_SPECULARMAP) -vec3 CalcSpecular(vec3 specularReflectance, float NH, float NL, float NE, float EH, float shininess) +vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular) { - #if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW) - float blinn = pow(NH, shininess); + #if 1 + // from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf + vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss; + t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 ); + float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z; + float a1 = t.w; + 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)); + #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)); #endif +} - #if defined(USE_BLINN) - return specularReflectance * blinn; - #endif +float CalcBlinn(float NH, float shininess) +{ +#if 0 + // from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/ + float a = shininess + 0.775; + return exp(a * NH - a); +#else + return pow(NH, shininess); +#endif +} - #if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW) - vec3 fresnel = specularReflectance + (vec3(1.0) - specularReflectance) * pow(1.0 - EH, 5); - #endif +float CalcGGX(float NH, float shininess) +{ + // from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf + float m_sq = 2.0 / shininess; + float d = ((NH * NH) * (m_sq - 1.0) + 1.0); + return m_sq / (d * d); +} - #if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW) +float CalcFresnel(float EH) +{ +#if 1 + // From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/ + return exp2((-5.55473 * EH - 6.98316) * EH); +#elif 0 + float blend = 1.0 - EH; + float blend2 = blend * blend; + blend *= blend2 * blend2; + + return blend; +#else + return pow(1.0 - NH, 5.0); +#endif +} + +float CalcVisibility(float NH, float NL, float NE, float EH, float shininess) +{ +#if 0 float geo = 2.0 * NH * min(NE, NL); geo /= max(EH, geo); - #endif - - #if defined(USE_COOK_TORRANCE) - float m_sq = 2.0 / max(shininess, EPSILON); - float NH_sq = NH * NH; - float m_NH_sq = m_sq * NH_sq; - float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON); - - return fresnel * geo * beckmann / max(NE, EPSILON); + + return geo; +#else + // Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf + // NL, NE in numerator factored out from cook-torrance + #if defined(USE_GGX) + float roughness = sqrt(2.0 / (shininess + 2.0)); + float k = (roughness + 1.0); + k *= k * 0.125; + #else + float k = 2.0 / sqrt(3.1415926535 * (shininess + 2.0)); + #endif + float k2 = 1.0 - k; + + float invGeo1 = NL * k2 + k; + float invGeo2 = NE * k2 + k; + + return 1.0 / (invGeo1 * invGeo2); #endif +} - #if defined(USE_TRIACE) - float scale = 0.1248582 * shininess + 0.2691817; - return fresnel * scale * blinn / max(max(NL, NE), EPSILON); - #endif - - #if defined(USE_TORRANCE_SPARROW) - float scale = 0.125 * shininess + 1.0; +vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float shininess) +{ + float blinn = CalcBlinn(NH, shininess); + vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH)); + float vis = CalcVisibility(NH, NL, NE, EH, shininess); - return fresnel * geo * scale * blinn / max(NE, EPSILON); + #if defined(USE_BLINN) + // Normalized Blinn-Phong + return specular * blinn * (shininess * 0.125 + 1.0); + #elif defined(USE_BLINN_FRESNEL) + // Normalized Blinn-Phong with Fresnel + return fSpecular * blinn * (shininess * 0.125 + 1.0); + #elif defined(USE_MCAULEY) + // Cook-Torrance as done by Stephen McAuley + // http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf + return fSpecular * blinn * (shininess * 0.25 + 0.125); + #elif defined(USE_GOTANDA) + // Neumann-Neumann as done by Yoshiharu Gotanda + // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf + return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON); + #elif defined(USE_LAZAROV) + // Cook-Torrance as done by Dimitar Lazarov + // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf + return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis; #endif + + return vec3(0.0); } -#endif void main() { -#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP)) - vec3 surfN = normalize(var_Normal); + vec3 L, N, E, H; + float NL, NH, NE, EH; + +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) + mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal); #endif #if defined(USE_DELUXEMAP) - vec3 L = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0); - //L += var_LightDirection * 0.0001; -#elif defined(USE_LIGHT) - vec3 L = var_LightDirection; + L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0)); + #if defined(USE_TANGENT_SPACE_LIGHT) + L = L * tangentToWorld; + #endif +#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + L = var_LightDir.xyz; +#endif + +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) + E = normalize(var_ViewDir); #endif #if defined(USE_LIGHTMAP) @@ -229,94 +290,80 @@ void main() #endif vec3 lightColor = lightSample.rgb; #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) - #if defined(USE_INVSQRLIGHT) - float intensity = 1.0 / dot(L, L); - #else - float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); - #endif + // inverse square light + float attenuation = u_LightRadius * u_LightRadius / dot(L, L); + + // zero light at radius, approximating q3 style + attenuation = 0.5 * attenuation - 0.5; + //attenuation = 0.0697168 * attenuation; + //attenuation *= step(0.294117, attenuation); + + // clamp attenuation + #if defined(NO_LIGHT_CLAMP) + attenuation *= step(0.0, attenuation); + #else + attenuation = clamp(attenuation, 0.0, 1.0); + #endif + + // don't attenuate directional light + attenuation = (attenuation - 1.0) * var_LightDir.w + 1.0; - vec3 lightColor = u_DirectedLight * intensity; - vec3 ambientColor = u_AmbientLight; + vec3 lightColor = u_DirectedLight * attenuation; + vec3 ambientColor = u_AmbientLight; #elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) - vec3 lightColor = var_VertLight; + vec3 lightColor = var_lightColor; #endif -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) - vec3 E = normalize(var_SampleToView); -#endif vec2 texCoords = var_DiffuseTex; - float ambientDiff = 1.0; - -#if defined(USE_NORMALMAP) - #if defined(USE_VERT_TANGENT_SPACE) - mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal); +#if defined(USE_PARALLAXMAP) + #if defined(USE_TANGENT_SPACE_LIGHT) + vec3 offsetDir = E; #else - vec3 q0 = dFdx(var_Position); - vec3 q1 = dFdy(var_Position); - vec2 st0 = dFdx(texCoords); - vec2 st1 = dFdy(texCoords); - float dir = sign(st1.t * st0.s - st0.t * st1.s); - - vec3 tangent = normalize(q0 * st1.t - q1 * st0.t) * dir; - vec3 bitangent = -normalize(q0 * st1.s - q1 * st0.s) * dir; - - mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal); + vec3 offsetDir = E * tangentToWorld; #endif - #if defined(USE_PARALLAXMAP) - vec3 offsetDir = normalize(E * tangentToWorld); offsetDir.xy *= -0.05 / offsetDir.z; texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap); - #endif - vec3 texN; - #if defined(SWIZZLE_NORMALMAP) - texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0; - #else - texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0; - #endif - texN.z = sqrt(clamp(1.0 - dot(texN.xy, texN.xy), 0.0, 1.0)); - vec3 N = tangentToWorld * texN; - #if defined(r_normalAmbient) - ambientDiff = 0.781341 * texN.z + 0.218659; - #endif -#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 N = surfN; #endif -#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP)) - N = normalize(N); -#endif + vec4 diffuse = texture2D(u_DiffuseMap, texCoords); -#if defined(USE_TCGEN) && defined(USE_NORMALMAP) - if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED) - { - texCoords = -reflect(E, N).yz * vec2(0.5, -0.5) + 0.5; - } -#endif +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec4 diffuseAlbedo = texture2D(u_DiffuseMap, texCoords); -#if defined(USE_LIGHT) && defined(USE_GAMMA2_TEXTURES) - diffuseAlbedo.rgb *= diffuseAlbedo.rgb; -#endif + #if defined(USE_LINEAR_LIGHT) + diffuse.rgb *= diffuse.rgb; + #endif -#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT) - gl_FragColor = diffuse.rgb; - #if defined(USE_LIGHTMAP) - gl_FragColor *= lightColor; + #if defined(USE_NORMALMAP) + #if defined(SWIZZLE_NORMALMAP) + N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0); + #else + N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0); + #endif + N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0)); + #if !defined(USE_TANGENT_SPACE_LIGHT) + N = normalize(tangentToWorld * N); + #endif + #elif defined(USE_TANGENT_SPACE_LIGHT) + N = vec3(0.0, 0.0, 1.0); + #else + N = normalize(var_Normal); #endif -#elif defined(USE_LIGHT) + L = normalize(L); - float surfNL = clamp(dot(surfN, L), 0.0, 1.0); - #if defined(USE_SHADOWMAP) vec2 shadowTex = gl_FragCoord.xy * r_FBufScale; float shadowValue = texture2D(u_ShadowMap, shadowTex).r; // surfaces not facing the light are always shadowed - shadowValue *= step(0.0, dot(surfN, var_PrimaryLightDirection)); + #if defined(USE_TANGENT_SPACE_LIGHT) + shadowValue *= step(0.0, var_PrimaryLightDir.z); + #else + shadowValue *= step(0.0, dot(var_Normal, var_PrimaryLightDir)); + #endif #if defined(SHADOWMAP_MODULATE) //vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor); @@ -324,106 +371,141 @@ void main() #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); + shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0); #endif lightColor = mix(shadowColor, lightColor, shadowValue); #endif #endif #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX) - #if defined(USE_STANDARD_DELUXEMAP) - // Standard deluxe mapping treats the light sample as fully directed - // and doesn't compensate for light angle attenuation. - vec3 ambientColor = vec3(0.0); - #else - // Separate the light sample into directed and ambient parts. - // - // ambientMax - if the cosine of the angle between the surface - // normal and the light is below this value, the light - // is fully ambient. - // directedMax - if the cosine of the angle between the surface - // normal and the light is above this value, the light - // is fully directed. - const float ambientMax = 0.25; - const float directedMax = 0.5; - - float directedScale = clamp((surfNL - ambientMax) / (directedMax - ambientMax), 0.0, 1.0); - - // Scale the directed portion to compensate for the baked-in - // light angle attenuation. - directedScale /= max(surfNL, ambientMax); - - #if defined(r_normalAmbient) - directedScale *= 1.0 - r_normalAmbient; - #endif - - // Recover any unused light as ambient vec3 ambientColor = lightColor; - lightColor *= directedScale; + + #if defined(USE_TANGENT_SPACE_LIGHT) + float surfNL = L.z; + #else + float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0); + #endif + + // Scale the incoming light to compensate for the baked-in light angle + // attenuation. + lightColor /= max(surfNL, 0.25); + + // Recover any unused light as ambient, in case attenuation is over 4x or + // light is below the surface ambientColor -= lightColor * surfNL; - #endif #endif + + vec3 reflectance; - float NL = clamp(dot(N, L), 0.0, 1.0); - float NE = clamp(dot(N, E), 0.0, 1.0); - - float maxReflectance = u_MaterialInfo.x; - float shininess = u_MaterialInfo.y; + NL = clamp(dot(N, L), 0.0, 1.0); + NE = clamp(dot(N, E), 0.0, 1.0); #if defined(USE_SPECULARMAP) - vec4 specularReflectance = texture2D(u_SpecularMap, texCoords); - specularReflectance.rgb *= maxReflectance; - shininess *= specularReflectance.a; + vec4 specular = texture2D(u_SpecularMap, texCoords); + #if defined(USE_LINEAR_LIGHT) + specular.rgb *= specular.rgb; + #endif + #else + vec4 specular = vec4(1.0); + #endif + + specular *= u_MaterialInfo.xxxy; + + float gloss = specular.a; + float shininess = exp2(gloss * 13.0); + float localOcclusion = clamp((diffuse.r + diffuse.g + diffuse.b) * 16.0f, 0.0, 1.0); + + #if defined(SPECULAR_IS_METALLIC) + // diffuse is actually base color, and red of specular is metallicness + float metallic = specular.r; + + specular.rgb = vec3(0.04) + 0.96 * diffuse.rgb * metallic; + diffuse.rgb *= 1.0 - metallic; + #else // adjust diffuse by specular reflectance, to maintain energy conservation - diffuseAlbedo.rgb *= vec3(1.0) - specularReflectance.rgb; + diffuse.rgb *= vec3(1.0) - specular.rgb; #endif + + + reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, 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); + #if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR) + float adjShininess = shininess; + + #if !defined(USE_LIGHT_VECTOR) + adjShininess = exp2(gloss * r_deluxeSpecular * 13.0); + #endif + + H = normalize(L + E); - #if defined(USE_SHADOWMAP) - gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess); + EH = clamp(dot(E, H), 0.0, 1.0); + NH = clamp(dot(N, H), 0.0, 1.0); + + #if !defined(USE_LIGHT_VECTOR) + reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * r_deluxeSpecular * localOcclusion; #else - gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess); + reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * localOcclusion; #endif #endif - - #if defined(USE_SPECULARMAP) - vec3 H = normalize(L + E); + + gl_FragColor.rgb = lightColor * reflectance * NL; + gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb); + + #if defined(USE_CUBEMAP) + reflectance = EnvironmentBRDF(gloss, NE, specular.rgb); - float EH = clamp(dot(E, H), 0.0, 1.0); - float NH = clamp(dot(N, H), 0.0, 1.0); + vec3 R = reflect(E, N); + #if defined(USE_TANGENT_SPACE_LIGHT) + R = tangentToWorld * R; + #endif - 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; - gl_FragColor.rgb += specularReflectance.rgb * ambientSpec * ambientColor; + vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb; + + #if defined(USE_LINEAR_LIGHT) + cubeLightColor *= cubeLightColor; #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); + #if defined(USE_LIGHTMAP) + cubeLightColor *= lightSample.rgb; + #elif defined (USE_LIGHT_VERTEX) + cubeLightColor *= var_lightColor; + #else + cubeLightColor *= lightColor * NL + ambientColor; + #endif + + //gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb; + gl_FragColor.rgb += cubeLightColor * reflectance * localOcclusion; + #endif + #if defined(USE_PRIMARY_LIGHT) + L = normalize(var_PrimaryLightDir); + NL = clamp(dot(N, L), 0.0, 1.0); - #if defined(USE_SHADOWMAP) - 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 + H = normalize(L + E); + EH = clamp(dot(E, H), 0.0, 1.0); + NH = clamp(dot(N, H), 0.0, 1.0); + + reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); + reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess); + + #if defined(USE_SHADOWMAP) + reflectance *= shadowValue; #endif - #endif + + gl_FragColor.rgb += u_PrimaryLightColor * reflectance * NL; + #endif + + #if defined(USE_LINEAR_LIGHT) + gl_FragColor.rgb = sqrt(gl_FragColor.rgb); + #endif + + gl_FragColor.a = diffuse.a; #else - gl_FragColor.rgb = diffuseAlbedo.rgb; + gl_FragColor = diffuse; + #if defined(USE_LIGHTMAP) + gl_FragColor.rgb *= lightColor; + #endif #endif - gl_FragColor.a = diffuseAlbedo.a; - gl_FragColor *= var_Color; } -- cgit