Implement vertex shading
This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
parent
76a135926a
commit
0a9ad8f9de
|
@ -2863,11 +2863,6 @@
|
|||
</member>
|
||||
<member name="rendering/shading/overrides/force_vertex_shading" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
|
||||
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
|
||||
</member>
|
||||
<member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
|
||||
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
|
||||
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
|
||||
</member>
|
||||
<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
|
||||
The default texture filtering mode to use on [CanvasItem]s.
|
||||
|
|
|
@ -4125,6 +4125,9 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
|
|||
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
|
||||
global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "u\n";
|
||||
global_defines += "\n#define MAX_ROUGHNESS_LOD " + itos(sky_globals.roughness_layers - 1) + ".0\n";
|
||||
if (config->force_vertex_shading) {
|
||||
global_defines += "\n#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
material_storage->shaders.scene_shader.initialize(global_defines);
|
||||
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
|
||||
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
|
||||
|
|
|
@ -248,6 +248,175 @@ uniform lowp uint directional_shadow_index;
|
|||
#endif // !(defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT))
|
||||
#endif // USE_ADDITIVE_LIGHTING
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
|
||||
out vec3 diffuse_light_interp;
|
||||
out vec3 specular_light_interp;
|
||||
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
out vec3 additive_diffuse_light_interp;
|
||||
out vec3 additive_specular_light_interp;
|
||||
#endif // USE_ADDITIVE_LIGHTING
|
||||
|
||||
// Directional light data.
|
||||
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING))
|
||||
|
||||
struct DirectionalLightData {
|
||||
mediump vec3 direction;
|
||||
mediump float energy;
|
||||
mediump vec3 color;
|
||||
mediump float size;
|
||||
lowp uint unused;
|
||||
lowp uint bake_mode;
|
||||
mediump float shadow_opacity;
|
||||
mediump float specular;
|
||||
};
|
||||
|
||||
layout(std140) uniform DirectionalLights { // ubo:7
|
||||
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
#endif // !DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
// Omni and spot light data.
|
||||
#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING))
|
||||
|
||||
struct LightData { // This structure needs to be as packed as possible.
|
||||
highp vec3 position;
|
||||
highp float inv_radius;
|
||||
|
||||
mediump vec3 direction;
|
||||
highp float size;
|
||||
|
||||
mediump vec3 color;
|
||||
mediump float attenuation;
|
||||
|
||||
mediump float cone_attenuation;
|
||||
mediump float cone_angle;
|
||||
mediump float specular_amount;
|
||||
mediump float shadow_opacity;
|
||||
|
||||
lowp vec3 pad;
|
||||
lowp uint bake_mode;
|
||||
};
|
||||
|
||||
#if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
|
||||
layout(std140) uniform OmniLightData { // ubo:5
|
||||
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
#ifdef BASE_PASS
|
||||
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform uint omni_light_count;
|
||||
#endif // BASE_PASS
|
||||
#endif // DISABLE_LIGHT_OMNI
|
||||
|
||||
#if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
|
||||
layout(std140) uniform SpotLightData { // ubo:6
|
||||
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
#ifdef BASE_PASS
|
||||
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform uint spot_light_count;
|
||||
#endif // BASE_PASS
|
||||
#endif // DISABLE_LIGHT_SPOT
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING))
|
||||
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
#ifdef ADDITIVE_OMNI
|
||||
uniform lowp uint omni_light_index;
|
||||
#endif
|
||||
#ifdef ADDITIVE_SPOT
|
||||
uniform lowp uint spot_light_index;
|
||||
#endif
|
||||
#endif // USE_ADDITIVE_LIGHTING
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
// Eyeballed approximation of `exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25`.
|
||||
// Uses slightly more FMA instructions (2x rate) to avoid special instructions (0.25x rate).
|
||||
// Range is reduced to [0.64,4977] from [068,2,221,528] which makes mediump feasible for the rest of the shader.
|
||||
mediump float roughness_to_shininess(mediump float roughness) {
|
||||
mediump float r = 1.2 - roughness;
|
||||
mediump float r2 = r * r;
|
||||
return r * r2 * r2 * 2000.0;
|
||||
}
|
||||
|
||||
void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, bool is_directional, float roughness,
|
||||
inout vec3 diffuse_light, inout vec3 specular_light) {
|
||||
float NdotL = min(dot(N, L), 1.0);
|
||||
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
||||
|
||||
#if defined(DIFFUSE_LAMBERT_WRAP)
|
||||
// Energy conserving lambert wrap shader.
|
||||
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
|
||||
float diffuse_brdf_NL = max(0.0, (cNdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
|
||||
#else
|
||||
// lambert
|
||||
float diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
|
||||
#endif
|
||||
|
||||
diffuse_light += light_color * diffuse_brdf_NL;
|
||||
|
||||
#if !defined(SPECULAR_DISABLED)
|
||||
float specular_brdf_NL = 0.0;
|
||||
// Normalized blinn always unless disabled.
|
||||
vec3 H = normalize(V + L);
|
||||
float cNdotH = clamp(dot(N, H), 0.0, 1.0);
|
||||
float shininess = roughness_to_shininess(roughness);
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)) * cNdotL;
|
||||
specular_brdf_NL = blinn;
|
||||
specular_light += specular_brdf_NL * light_color;
|
||||
#endif
|
||||
}
|
||||
|
||||
float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
|
||||
float nd = distance * inv_range;
|
||||
nd *= nd;
|
||||
nd *= nd; // nd^4
|
||||
nd = max(1.0 - nd, 0.0);
|
||||
nd *= nd; // nd^2
|
||||
return nd * pow(max(distance, 0.0001), -decay);
|
||||
}
|
||||
|
||||
#if !defined(DISABLE_LIGHT_OMNI) || (defined(ADDITIVE_OMNI) && defined(USE_ADDITIVE_LIGHTING))
|
||||
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness,
|
||||
inout vec3 diffuse_light, inout vec3 specular_light) {
|
||||
vec3 light_rel_vec = omni_lights[idx].position - vertex;
|
||||
float light_length = length(light_rel_vec);
|
||||
float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
|
||||
vec3 color = omni_lights[idx].color * omni_attenuation; // No light shaders here, so combine.
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, color, false, roughness,
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) || (defined(ADDITIVE_OMNI) && defined(USE_ADDITIVE_LIGHTING))
|
||||
|
||||
#if !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING))
|
||||
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness,
|
||||
inout vec3 diffuse_light,
|
||||
inout vec3 specular_light) {
|
||||
vec3 light_rel_vec = spot_lights[idx].position - vertex;
|
||||
float light_length = length(light_rel_vec);
|
||||
float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
|
||||
vec3 spot_dir = spot_lights[idx].direction;
|
||||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
|
||||
|
||||
mediump float cone_attenuation = spot_lights[idx].cone_attenuation;
|
||||
spot_attenuation *= 1.0 - pow(spot_rim, cone_attenuation);
|
||||
|
||||
vec3 color = spot_lights[idx].color * spot_attenuation;
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, color, false, roughness,
|
||||
diffuse_light, specular_light);
|
||||
}
|
||||
#endif // !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING))
|
||||
|
||||
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
layout(std140) uniform MultiviewData { // ubo:8
|
||||
highp mat4 projection_matrix_view[MAX_VIEWS];
|
||||
|
@ -540,8 +709,65 @@ void main() {
|
|||
gl_Position.z = 0.00001;
|
||||
gl_Position.w = 1.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec3 view = -normalize(vertex_interp - eye_offset);
|
||||
#else
|
||||
vec3 view = -normalize(vertex_interp);
|
||||
#endif
|
||||
diffuse_light_interp = vec3(0.0);
|
||||
specular_light_interp = vec3(0.0);
|
||||
#ifdef BASE_PASS
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
light_compute(normal_interp, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].color * directional_lights[i].energy, true, roughness,
|
||||
diffuse_light_interp.rgb,
|
||||
specular_light_interp.rgb);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_DIRECTIONAL
|
||||
|
||||
#ifndef DISABLE_LIGHT_OMNI
|
||||
for (uint i = 0u; i < omni_light_count; i++) {
|
||||
light_process_omni(omni_light_indices[i], vertex_interp, view, normal_interp, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_OMNI
|
||||
|
||||
#ifndef DISABLE_LIGHT_SPOT
|
||||
for (uint i = 0u; i < spot_light_count; i++) {
|
||||
light_process_spot(spot_light_indices[i], vertex_interp, view, normal_interp, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_SPOT
|
||||
#endif // BASE_PASS
|
||||
|
||||
/* ADDITIVE LIGHTING PASS */
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
additive_diffuse_light_interp = vec3(0.0);
|
||||
additive_specular_light_interp = vec3(0.0);
|
||||
#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
|
||||
|
||||
light_compute(normal_interp, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, roughness,
|
||||
additive_diffuse_light_interp.rgb,
|
||||
additive_specular_light_interp.rgb);
|
||||
#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
|
||||
|
||||
#ifdef ADDITIVE_OMNI
|
||||
light_process_omni(omni_light_index, vertex_interp, view, normal_interp, roughness,
|
||||
additive_diffuse_light_interp.rgb, additive_specular_light_interp.rgb);
|
||||
#endif // ADDITIVE_OMNI
|
||||
|
||||
#ifdef ADDITIVE_SPOT
|
||||
light_process_spot(spot_light_index, vertex_interp, view, normal_interp, roughness,
|
||||
additive_diffuse_light_interp.rgb, additive_specular_light_interp.rgb);
|
||||
#endif // ADDITIVE_SPOT
|
||||
|
||||
#endif // USE_ADDITIVE_LIGHTING
|
||||
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
}
|
||||
/* clang-format off */
|
||||
#[fragment]
|
||||
|
||||
|
@ -758,6 +984,16 @@ multiview_data;
|
|||
#define LIGHT_BAKE_DYNAMIC 2u
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
in vec3 diffuse_light_interp;
|
||||
in vec3 specular_light_interp;
|
||||
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
in vec3 additive_diffuse_light_interp;
|
||||
in vec3 additive_specular_light_interp;
|
||||
#endif // USE_ADDITIVE_LIGHTING
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
|
||||
// Directional light data.
|
||||
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT))
|
||||
|
||||
|
@ -809,22 +1045,22 @@ struct LightData { // This structure needs to be as packed as possible.
|
|||
layout(std140) uniform OmniLightData { // ubo:5
|
||||
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
#ifdef BASE_PASS
|
||||
#if defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING)
|
||||
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform uint omni_light_count;
|
||||
#endif // BASE_PASS
|
||||
#endif // DISABLE_LIGHT_OMNI
|
||||
#endif // defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING)
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
|
||||
|
||||
#if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
|
||||
layout(std140) uniform SpotLightData { // ubo:6
|
||||
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
|
||||
};
|
||||
#ifdef BASE_PASS
|
||||
#if defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING)
|
||||
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
|
||||
uniform uint spot_light_count;
|
||||
#endif // BASE_PASS
|
||||
#endif // DISABLE_LIGHT_SPOT
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
|
||||
#endif // defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING)
|
||||
#endif // !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
|
||||
#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)
|
||||
|
||||
#ifdef USE_ADDITIVE_LIGHTING
|
||||
#ifdef ADDITIVE_OMNI
|
||||
|
@ -985,6 +1221,8 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
|
|||
return mix(vec3(dielectric), albedo, vec3(metallic));
|
||||
}
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(USE_ADDITIVE_LIGHTING)
|
||||
|
||||
float D_GGX(float cos_theta_m, float alpha) {
|
||||
|
@ -1284,6 +1522,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
|
|||
#endif // !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
|
||||
|
||||
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
|
||||
vec4 fog_process(vec3 vertex) {
|
||||
vec3 fog_color = scene_data.fog_light_color;
|
||||
|
@ -1859,9 +2098,13 @@ void main() {
|
|||
specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // !AMBIENT_LIGHT_DISABLED
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
specular_light += specular_light_interp * f0;
|
||||
diffuse_light += diffuse_light_interp;
|
||||
#else
|
||||
|
||||
#ifndef DISABLE_LIGHT_DIRECTIONAL
|
||||
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
|
||||
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
|
||||
|
@ -1944,6 +2187,7 @@ void main() {
|
|||
diffuse_light, specular_light);
|
||||
}
|
||||
#endif // !DISABLE_LIGHT_SPOT
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
#endif // BASE_PASS
|
||||
#endif // !MODE_UNSHADED
|
||||
|
||||
|
@ -1993,7 +2237,6 @@ void main() {
|
|||
#else
|
||||
|
||||
diffuse_light *= albedo;
|
||||
|
||||
diffuse_light *= 1.0 - metallic;
|
||||
ambient_light *= 1.0 - metallic;
|
||||
|
||||
|
@ -2024,6 +2267,11 @@ void main() {
|
|||
diffuse_light = vec3(0.0);
|
||||
specular_light = vec3(0.0);
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light = additive_diffuse_light_interp;
|
||||
specular_light = additive_specular_light_interp * f0;
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
|
||||
#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
|
||||
|
||||
#ifndef SHADOWS_DISABLED
|
||||
|
@ -2137,6 +2385,8 @@ void main() {
|
|||
#else
|
||||
float directional_shadow = 1.0f;
|
||||
#endif // SHADOWS_DISABLED
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
|
@ -2153,6 +2403,11 @@ void main() {
|
|||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
#else
|
||||
// Just apply shadows to vertex lighting.
|
||||
diffuse_light *= directional_shadow;
|
||||
specular_light *= directional_shadow;
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
|
||||
|
||||
#ifdef ADDITIVE_OMNI
|
||||
|
@ -2162,6 +2417,8 @@ void main() {
|
|||
omni_shadow = texture(omni_shadow_texture, vec4(light_ray, 1.0 - length(light_ray) * omni_lights[omni_light_index].inv_radius));
|
||||
omni_shadow = mix(1.0, omni_shadow, omni_lights[omni_light_index].shadow_opacity);
|
||||
#endif // SHADOWS_DISABLED
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
|
@ -2177,6 +2434,11 @@ void main() {
|
|||
binormal, tangent, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
#else
|
||||
// Just apply shadows to vertex lighting.
|
||||
diffuse_light *= omni_shadow;
|
||||
specular_light *= omni_shadow;
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
#endif // ADDITIVE_OMNI
|
||||
|
||||
#ifdef ADDITIVE_SPOT
|
||||
|
@ -2185,6 +2447,8 @@ void main() {
|
|||
spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
|
||||
spot_shadow = mix(1.0, spot_shadow, spot_lights[spot_light_index].shadow_opacity);
|
||||
#endif // SHADOWS_DISABLED
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
|
@ -2201,6 +2465,11 @@ void main() {
|
|||
binormal, anisotropy,
|
||||
#endif
|
||||
diffuse_light, specular_light);
|
||||
#else
|
||||
// Just apply shadows to vertex lighting.
|
||||
diffuse_light *= spot_shadow;
|
||||
specular_light *= spot_shadow;
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
|
||||
#endif // ADDITIVE_SPOT
|
||||
|
||||
|
|
|
@ -178,7 +178,7 @@ Config::Config() {
|
|||
}
|
||||
#endif
|
||||
|
||||
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
|
||||
force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
|
||||
|
||||
use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
|
||||
|
|
|
@ -1368,6 +1368,10 @@ MaterialStorage::MaterialStorage() {
|
|||
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
if (!GLES3::Config::get_singleton()->force_vertex_shading) {
|
||||
// If forcing vertex shading, this will be defined already.
|
||||
actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";
|
||||
|
||||
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
|
||||
|
|
|
@ -1354,7 +1354,6 @@ const char *RenamesMap3To4::project_settings_renames[][2] = {
|
|||
{ "rendering/quality/shading/force_lambert_over_burley", "rendering/shading/overrides/force_lambert_over_burley" },
|
||||
{ "rendering/quality/shading/force_lambert_over_burley.mobile", "rendering/shading/overrides/force_lambert_over_burley.mobile" },
|
||||
{ "rendering/quality/shading/force_vertex_shading", "rendering/shading/overrides/force_vertex_shading" },
|
||||
{ "rendering/quality/shading/force_vertex_shading.mobile", "rendering/shading/overrides/force_vertex_shading.mobile" },
|
||||
{ "rendering/quality/shadow_atlas/quadrant_0_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_0_subdiv" },
|
||||
{ "rendering/quality/shadow_atlas/quadrant_1_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_1_subdiv" },
|
||||
{ "rendering/quality/shadow_atlas/quadrant_2_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_2_subdiv" },
|
||||
|
@ -1400,7 +1399,6 @@ const char *RenamesMap3To4::project_godot_renames[][2] = {
|
|||
{ "quality/shading/force_lambert_over_burley", "shading/overrides/force_lambert_over_burley" },
|
||||
{ "quality/shading/force_lambert_over_burley.mobile", "shading/overrides/force_lambert_over_burley.mobile" },
|
||||
{ "quality/shading/force_vertex_shading", "shading/overrides/force_vertex_shading" },
|
||||
{ "quality/shading/force_vertex_shading.mobile", "shading/overrides/force_vertex_shading.mobile" },
|
||||
{ "quality/shadow_atlas/quadrant_0_subdiv", "lights_and_shadows/shadow_atlas/quadrant_0_subdiv" },
|
||||
{ "quality/shadow_atlas/quadrant_1_subdiv", "lights_and_shadows/shadow_atlas/quadrant_1_subdiv" },
|
||||
{ "quality/shadow_atlas/quadrant_2_subdiv", "lights_and_shadows/shadow_atlas/quadrant_2_subdiv" },
|
||||
|
|
|
@ -4261,6 +4261,11 @@ RenderForwardClustered::RenderForwardClustered() {
|
|||
defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
|
||||
defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
|
||||
|
||||
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
if (force_vertex_shading) {
|
||||
defines += "\n#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
|
||||
{
|
||||
//lightmaps
|
||||
scene_state.max_lightmaps = MAX_LIGHTMAPS;
|
||||
|
|
|
@ -730,13 +730,20 @@ void SceneShaderForwardClustered::init(const String p_defines) {
|
|||
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
|
||||
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
if (!force_vertex_shading) {
|
||||
// If forcing vertex shading, this will be defined already.
|
||||
actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
|
||||
actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
|
||||
actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";
|
||||
|
||||
actions.base_texture_binding_index = 1;
|
||||
actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
|
||||
actions.base_uniform_string = "material.";
|
||||
actions.base_varying_index = 12;
|
||||
actions.base_varying_index = 14;
|
||||
|
||||
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
|
||||
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
|
||||
|
|
|
@ -2800,6 +2800,11 @@ RenderForwardMobile::RenderForwardMobile() {
|
|||
// defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
|
||||
defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
|
||||
|
||||
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
if (force_vertex_shading) {
|
||||
defines += "\n#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
|
||||
{
|
||||
//lightmaps
|
||||
scene_state.max_lightmaps = 2;
|
||||
|
|
|
@ -633,6 +633,13 @@ void SceneShaderForwardMobile::init(const String p_defines) {
|
|||
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
|
||||
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
if (!force_vertex_shading) {
|
||||
// If forcing vertex shading, this will be defined already.
|
||||
actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
|
||||
actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
|
||||
actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";
|
||||
|
||||
|
|
|
@ -156,8 +156,30 @@ vec2 multiview_uv(vec2 uv) {
|
|||
ivec2 multiview_uv(ivec2 uv) {
|
||||
return uv;
|
||||
}
|
||||
|
||||
#endif //USE_MULTIVIEW
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
layout(location = 12) highp out vec4 diffuse_light_interp;
|
||||
layout(location = 13) highp out vec4 specular_light_interp;
|
||||
|
||||
#include "../scene_forward_vertex_lights_inc.glsl"
|
||||
|
||||
void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
|
||||
uint item_min_max = cluster_buffer.data[p_offset];
|
||||
item_min = item_min_max & 0xFFFFu;
|
||||
item_max = item_min_max >> 16;
|
||||
|
||||
item_from = item_min >> 5;
|
||||
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
|
||||
}
|
||||
|
||||
uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
|
||||
int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
|
||||
int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
|
||||
return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
|
||||
}
|
||||
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
invariant gl_Position;
|
||||
|
||||
#GLOBALS
|
||||
|
@ -488,6 +510,145 @@ void vertex_shader(vec3 vertex_input,
|
|||
screen_pos = gl_Position;
|
||||
#endif
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
diffuse_light_interp = vec4(0.0);
|
||||
specular_light_interp = vec4(0.0);
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec3 view = -normalize(vertex_interp - eye_offset);
|
||||
vec2 clip_pos = clamp((combined_projected.xy / combined_projected.w) * 0.5 + 0.5, 0.0, 1.0);
|
||||
#else
|
||||
vec3 view = -normalize(vertex_interp);
|
||||
vec2 clip_pos = clamp((gl_Position.xy / gl_Position.w) * 0.5 + 0.5, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
uvec2 cluster_pos = uvec2(clip_pos / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
|
||||
uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
|
||||
uint cluster_z = uint(clamp((-vertex_interp.z / scene_data.z_far) * 32.0, 0.0, 31.0));
|
||||
|
||||
{ //omni lights
|
||||
|
||||
uint cluster_omni_offset = cluster_offset;
|
||||
|
||||
uint item_min;
|
||||
uint item_max;
|
||||
uint item_from;
|
||||
uint item_to;
|
||||
|
||||
cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
|
||||
|
||||
for (uint i = item_from; i < item_to; i++) {
|
||||
uint mask = cluster_buffer.data[cluster_omni_offset + i];
|
||||
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
|
||||
uint merged_mask = mask;
|
||||
|
||||
while (merged_mask != 0) {
|
||||
uint bit = findMSB(merged_mask);
|
||||
merged_mask &= ~(1u << bit);
|
||||
uint light_index = 32 * i + bit;
|
||||
|
||||
if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
|
||||
continue; //not masked
|
||||
}
|
||||
|
||||
if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
|
||||
continue; // Statically baked light and object uses lightmap, skip
|
||||
}
|
||||
|
||||
light_process_omni_vertex(light_index, vertex, view, normal, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{ //spot lights
|
||||
uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size;
|
||||
|
||||
uint item_min;
|
||||
uint item_max;
|
||||
uint item_from;
|
||||
uint item_to;
|
||||
|
||||
cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
|
||||
|
||||
for (uint i = item_from; i < item_to; i++) {
|
||||
uint mask = cluster_buffer.data[cluster_spot_offset + i];
|
||||
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
|
||||
uint merged_mask = mask;
|
||||
|
||||
while (merged_mask != 0) {
|
||||
uint bit = findMSB(merged_mask);
|
||||
merged_mask &= ~(1u << bit);
|
||||
|
||||
uint light_index = 32 * i + bit;
|
||||
|
||||
if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
|
||||
continue; //not masked
|
||||
}
|
||||
|
||||
if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
|
||||
continue; // Statically baked light and object uses lightmap, skip
|
||||
}
|
||||
|
||||
light_process_spot_vertex(light_index, vertex, view, normal, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{ // Directional light.
|
||||
|
||||
// We process the first directional light separately as it may have shadows.
|
||||
vec3 directional_diffuse = vec3(0.0);
|
||||
vec3 directional_specular = vec3(0.0);
|
||||
|
||||
for (uint i = 0; i < scene_data.directional_light_count; i++) {
|
||||
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
|
||||
continue; // Not masked, skip.
|
||||
}
|
||||
|
||||
if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
|
||||
continue; // Statically baked light and object uses lightmap, skip.
|
||||
}
|
||||
if (i == 0) {
|
||||
light_compute_vertex(normal, directional_lights.data[0].direction, view,
|
||||
directional_lights.data[0].color * directional_lights.data[0].energy,
|
||||
true, roughness,
|
||||
directional_diffuse,
|
||||
directional_specular);
|
||||
} else {
|
||||
light_compute_vertex(normal, directional_lights.data[i].direction, view,
|
||||
directional_lights.data[i].color * directional_lights.data[i].energy,
|
||||
true, roughness,
|
||||
diffuse_light_interp.rgb,
|
||||
specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the contribution from the shadowed light so we can scale the shadows accordingly.
|
||||
float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
|
||||
float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
|
||||
if (diff_avg > 0.0) {
|
||||
diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
|
||||
} else {
|
||||
diffuse_light_interp.a = 1.0;
|
||||
}
|
||||
|
||||
diffuse_light_interp.rgb += directional_diffuse;
|
||||
|
||||
float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
|
||||
float spec_dir_avg = dot(directional_specular, vec3(0.33333));
|
||||
if (spec_avg > 0.0) {
|
||||
specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
|
||||
} else {
|
||||
specular_light_interp.a = 1.0;
|
||||
}
|
||||
|
||||
specular_light_interp.rgb += directional_specular;
|
||||
}
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
if (scene_data.pancake_shadows) {
|
||||
if (gl_Position.z >= 0.9999) {
|
||||
|
@ -791,7 +952,10 @@ ivec2 multiview_uv(ivec2 uv) {
|
|||
return uv;
|
||||
}
|
||||
#endif //USE_MULTIVIEW
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
layout(location = 12) highp in vec4 diffuse_light_interp;
|
||||
layout(location = 13) highp in vec4 specular_light_interp;
|
||||
#endif
|
||||
//defines to keep compatibility with vertex
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
|
@ -1375,7 +1539,6 @@ void fragment_shader(in SceneData scene_data) {
|
|||
vec3 specular_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
#ifndef MODE_UNSHADED
|
||||
// Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
|
||||
emission *= scene_data.emissive_exposure_normalization;
|
||||
|
@ -1836,6 +1999,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
// LIGHTING
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light += diffuse_light_interp.rgb;
|
||||
specular_light += specular_light_interp.rgb * f0;
|
||||
#endif
|
||||
|
||||
{ // Directional light.
|
||||
|
||||
// Do shadow and lighting in two passes to reduce register pressure.
|
||||
|
@ -1843,10 +2011,15 @@ void fragment_shader(in SceneData scene_data) {
|
|||
uint shadow0 = 0;
|
||||
uint shadow1 = 0;
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
// Only process the first light's shadow for vertex lighting.
|
||||
for (uint i = 0; i < 1; i++) {
|
||||
#else
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
if (i >= scene_data.directional_light_count) {
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
|
||||
continue; //not masked
|
||||
|
@ -2044,6 +2217,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
|
||||
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
#endif
|
||||
|
||||
#undef BIAS_FUNC
|
||||
} // shadows
|
||||
|
||||
|
@ -2055,6 +2233,8 @@ void fragment_shader(in SceneData scene_data) {
|
|||
}
|
||||
#endif // SHADOWS_DISABLED
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
if (i >= scene_data.directional_light_count) {
|
||||
break;
|
||||
|
@ -2175,8 +2355,10 @@ void fragment_shader(in SceneData scene_data) {
|
|||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
}
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
{ //omni lights
|
||||
|
||||
uint cluster_omni_offset = cluster_offset;
|
||||
|
@ -2320,6 +2502,8 @@ void fragment_shader(in SceneData scene_data) {
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif // !USE_VERTEX_LIGHTING
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifdef USE_SHADOW_TO_OPACITY
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
@ -2334,8 +2518,6 @@ void fragment_shader(in SceneData scene_data) {
|
|||
#endif // !MODE_RENDER_DEPTH
|
||||
#endif // USE_SHADOW_TO_OPACITY
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
|
||||
#ifdef MODE_RENDER_SDF
|
||||
|
|
|
@ -105,7 +105,16 @@ layout(location = 4) mediump out vec2 uv2_interp;
|
|||
layout(location = 5) mediump out vec3 tangent_interp;
|
||||
layout(location = 6) mediump out vec3 binormal_interp;
|
||||
#endif
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
layout(location = 7) highp out vec4 diffuse_light_interp;
|
||||
layout(location = 8) highp out vec4 specular_light_interp;
|
||||
|
||||
layout(constant_id = 9) const bool sc_disable_omni_lights = false;
|
||||
layout(constant_id = 10) const bool sc_disable_spot_lights = false;
|
||||
layout(constant_id = 12) const bool sc_disable_directional_lights = false;
|
||||
|
||||
#include "../scene_forward_vertex_lights_inc.glsl"
|
||||
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
#ifdef MATERIAL_UNIFORMS_USED
|
||||
/* clang-format off */
|
||||
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
|
||||
|
@ -185,6 +194,7 @@ void main() {
|
|||
|
||||
mat4 model_matrix = instances.data[draw_call.instance_index].transform;
|
||||
mat4 inv_view_matrix = scene_data.inv_view_matrix;
|
||||
|
||||
#ifdef USE_DOUBLE_PRECISION
|
||||
vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
|
||||
model_matrix[0][3] = 0.0;
|
||||
|
@ -448,6 +458,107 @@ void main() {
|
|||
binormal_interp = binormal;
|
||||
#endif
|
||||
|
||||
// VERTEX LIGHTING
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec3 view = -normalize(vertex_interp - eye_offset);
|
||||
#else
|
||||
vec3 view = -normalize(vertex_interp);
|
||||
#endif
|
||||
|
||||
diffuse_light_interp = vec4(0.0);
|
||||
specular_light_interp = vec4(0.0);
|
||||
|
||||
if (!sc_disable_omni_lights) {
|
||||
uint light_indices = instances.data[draw_call.instance_index].omni_lights.x;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint light_index = light_indices & 0xFF;
|
||||
if (i == 3) {
|
||||
light_indices = instances.data[draw_call.instance_index].omni_lights.y;
|
||||
} else {
|
||||
light_indices = light_indices >> 8;
|
||||
}
|
||||
|
||||
if (light_index == 0xFF) {
|
||||
break;
|
||||
}
|
||||
|
||||
light_process_omni_vertex(light_index, vertex, view, normal, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
|
||||
if (!sc_disable_spot_lights) {
|
||||
uint light_indices = instances.data[draw_call.instance_index].spot_lights.x;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint light_index = light_indices & 0xFF;
|
||||
if (i == 3) {
|
||||
light_indices = instances.data[draw_call.instance_index].spot_lights.y;
|
||||
} else {
|
||||
light_indices = light_indices >> 8;
|
||||
}
|
||||
|
||||
if (light_index == 0xFF) {
|
||||
break;
|
||||
}
|
||||
|
||||
light_process_spot_vertex(light_index, vertex, view, normal, roughness,
|
||||
diffuse_light_interp.rgb, specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
|
||||
if (!sc_disable_directional_lights) {
|
||||
// We process the first directional light separately as it may have shadows.
|
||||
vec3 directional_diffuse = vec3(0.0);
|
||||
vec3 directional_specular = vec3(0.0);
|
||||
|
||||
for (uint i = 0; i < scene_data.directional_light_count; i++) {
|
||||
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
|
||||
continue; // Not masked, skip.
|
||||
}
|
||||
|
||||
if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
|
||||
continue; // Statically baked light and object uses lightmap, skip.
|
||||
}
|
||||
if (i == 0) {
|
||||
light_compute_vertex(normal, directional_lights.data[0].direction, view,
|
||||
directional_lights.data[0].color * directional_lights.data[0].energy,
|
||||
true, roughness,
|
||||
directional_diffuse,
|
||||
directional_specular);
|
||||
} else {
|
||||
light_compute_vertex(normal, directional_lights.data[i].direction, view,
|
||||
directional_lights.data[i].color * directional_lights.data[i].energy,
|
||||
true, roughness,
|
||||
diffuse_light_interp.rgb,
|
||||
specular_light_interp.rgb);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the contribution from the shadowed light so we can scale the shadows accordingly.
|
||||
float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
|
||||
float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
|
||||
if (diff_avg > 0.0) {
|
||||
diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
|
||||
} else {
|
||||
diffuse_light_interp.a = 1.0;
|
||||
}
|
||||
|
||||
diffuse_light_interp.rgb += directional_diffuse;
|
||||
|
||||
float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
|
||||
float spec_dir_avg = dot(directional_specular, vec3(0.33333));
|
||||
if (spec_avg > 0.0) {
|
||||
specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
|
||||
} else {
|
||||
specular_light_interp.a = 1.0;
|
||||
}
|
||||
|
||||
specular_light_interp.rgb += directional_specular;
|
||||
}
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
|
||||
#ifdef MODE_DUAL_PARABOLOID
|
||||
|
@ -564,6 +675,11 @@ layout(location = 5) mediump in vec3 tangent_interp;
|
|||
layout(location = 6) mediump in vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
|
||||
layout(location = 7) highp in vec4 diffuse_light_interp;
|
||||
layout(location = 8) highp in vec4 specular_light_interp;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DUAL_PARABOLOID
|
||||
|
||||
layout(location = 9) highp in float dp_clip;
|
||||
|
@ -709,7 +825,7 @@ layout(location = 0) out mediump vec4 frag_color;
|
|||
|
||||
#include "../scene_forward_aa_inc.glsl"
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) // && !defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
// Default to SPECULAR_SCHLICK_GGX.
|
||||
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
|
||||
|
@ -718,7 +834,7 @@ layout(location = 0) out mediump vec4 frag_color;
|
|||
|
||||
#include "../scene_forward_lights_inc.glsl"
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && !defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
|
@ -1401,6 +1517,10 @@ void main() {
|
|||
|
||||
// LIGHTING
|
||||
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light += diffuse_light_interp.rgb;
|
||||
specular_light += specular_light_interp.rgb * f0;
|
||||
#endif
|
||||
|
||||
if (!sc_disable_directional_lights) { //directional light
|
||||
#ifndef SHADOWS_DISABLED
|
||||
|
@ -1408,10 +1528,12 @@ void main() {
|
|||
uint shadow0 = 0;
|
||||
uint shadow1 = 0;
|
||||
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
if (i >= scene_data.directional_light_count) {
|
||||
break;
|
||||
}
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
// Only process the first light's shadow for vertex lighting.
|
||||
for (uint i = 0; i < 1; i++) {
|
||||
#else
|
||||
for (uint i = 0; i < scene_data.directional_light_count; i++) {
|
||||
#endif
|
||||
|
||||
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
|
||||
continue; //not masked
|
||||
|
@ -1419,164 +1541,6 @@ void main() {
|
|||
|
||||
float shadow = 1.0;
|
||||
|
||||
// Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
|
||||
// Not sure if there is a reason to change this seeing directional lights are part of our global data
|
||||
// Should think about whether we may want to move this code into an include file or function??
|
||||
|
||||
#ifdef USE_SOFT_SHADOWS
|
||||
//version with soft shadows, more expensive
|
||||
if (directional_lights.data[i].shadow_opacity > 0.001) {
|
||||
float depth_z = -vertex.z;
|
||||
|
||||
vec4 pssm_coord;
|
||||
vec3 light_dir = directional_lights.data[i].direction;
|
||||
|
||||
#define BIAS_FUNC(m_var, m_idx) \
|
||||
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
|
||||
vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
|
||||
normal_bias -= light_dir * dot(light_dir, normal_bias); \
|
||||
m_var.xyz += normal_bias;
|
||||
|
||||
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 0)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.x;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
|
||||
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 1)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
||||
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 2)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
||||
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
} else {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 3)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
||||
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
}
|
||||
|
||||
if (directional_lights.data[i].blend_splits) {
|
||||
float pssm_blend;
|
||||
float shadow2;
|
||||
|
||||
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 1)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
||||
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
|
||||
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 2)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
||||
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 3)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
pssm_coord /= pssm_coord.w;
|
||||
if (directional_lights.data[i].softshadow_angle > 0) {
|
||||
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
||||
float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
||||
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
||||
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
||||
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
|
||||
} else {
|
||||
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
|
||||
}
|
||||
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
||||
} else {
|
||||
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
|
||||
}
|
||||
|
||||
pssm_blend = sqrt(pssm_blend);
|
||||
|
||||
shadow = mix(shadow, shadow2, pssm_blend);
|
||||
}
|
||||
|
||||
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
|
||||
|
||||
#undef BIAS_FUNC
|
||||
}
|
||||
#else
|
||||
// Soft shadow disabled version
|
||||
|
||||
if (directional_lights.data[i].shadow_opacity > 0.001) {
|
||||
float depth_z = -vertex.z;
|
||||
|
||||
|
@ -1667,6 +1631,10 @@ void main() {
|
|||
|
||||
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
|
||||
specular_light *= mix(1.0, shadow, specular_light_interp.a);
|
||||
#endif
|
||||
#undef BIAS_FUNC
|
||||
}
|
||||
#endif
|
||||
|
@ -1678,13 +1646,8 @@ void main() {
|
|||
}
|
||||
}
|
||||
|
||||
#endif // SHADOWS_DISABLED
|
||||
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
if (i >= scene_data.directional_light_count) {
|
||||
break;
|
||||
}
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
for (uint i = 0; i < scene_data.directional_light_count; i++) {
|
||||
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
|
||||
continue; //not masked
|
||||
}
|
||||
|
@ -1703,8 +1666,8 @@ void main() {
|
|||
#endif
|
||||
blur_shadow(shadow);
|
||||
|
||||
#ifdef DEBUG_DRAW_PSSM_SPLITS
|
||||
vec3 tint = vec3(1.0);
|
||||
#ifdef DEBUG_DRAW_PSSM_SPLITS
|
||||
if (-vertex.z < directional_lights.data[i].shadow_split_offsets.x) {
|
||||
tint = vec3(1.0, 0.0, 0.0);
|
||||
} else if (-vertex.z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
|
@ -1718,12 +1681,10 @@ void main() {
|
|||
shadow = 1.0;
|
||||
#endif
|
||||
|
||||
light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0,
|
||||
#ifndef DEBUG_DRAW_PSSM_SPLITS
|
||||
directional_lights.data[i].color * directional_lights.data[i].energy,
|
||||
#else
|
||||
float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
|
||||
|
||||
light_compute(normal, directional_lights.data[i].direction, view, size_A,
|
||||
directional_lights.data[i].color * directional_lights.data[i].energy * tint,
|
||||
#endif
|
||||
true, shadow, f0, orms, 1.0, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
|
@ -1744,15 +1705,14 @@ void main() {
|
|||
#endif
|
||||
#ifdef LIGHT_ANISOTROPY_USED
|
||||
binormal, tangent, anisotropy,
|
||||
#endif
|
||||
#ifdef USE_SOFT_SHADOW
|
||||
directional_lights.data[i].size,
|
||||
#endif
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
#endif // USE_VERTEX_LIGHTING
|
||||
} //directional light
|
||||
|
||||
#ifndef USE_VERTEX_LIGHTING
|
||||
if (!sc_disable_omni_lights) { //omni lights
|
||||
uint light_indices = instances.data[draw_call.instance_index].omni_lights.x;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
|
@ -1771,6 +1731,7 @@ void main() {
|
|||
|
||||
shadow = blur_shadow(shadow);
|
||||
|
||||
// Fragment lighting
|
||||
light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
|
@ -1841,6 +1802,9 @@ void main() {
|
|||
diffuse_light, specular_light);
|
||||
}
|
||||
} //spot lights
|
||||
#endif // !VERTEX_LIGHTING
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifdef USE_SHADOW_TO_OPACITY
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
@ -1855,8 +1819,6 @@ void main() {
|
|||
#endif // !MODE_RENDER_DEPTH
|
||||
#endif // USE_SHADOW_TO_OPACITY
|
||||
|
||||
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
|
||||
#ifdef MODE_RENDER_MATERIAL
|
||||
|
|
|
@ -0,0 +1,82 @@
|
|||
// Simplified versions of light functions intended for the vertex shader.
|
||||
|
||||
// Eyeballed approximation of `exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25`.
|
||||
// Uses slightly more FMA instructions (2x rate) to avoid special instructions (0.25x rate).
|
||||
// Range is reduced to [0.64,4977] from [068,2,221,528] which makes mediump feasible for the rest of the shader.
|
||||
mediump float roughness_to_shininess(mediump float roughness) {
|
||||
mediump float r = 1.2 - roughness;
|
||||
mediump float r2 = r * r;
|
||||
return r * r2 * r2 * 2000.0;
|
||||
}
|
||||
|
||||
void light_compute_vertex(vec3 N, vec3 L, vec3 V, vec3 light_color, bool is_directional, float roughness,
|
||||
inout vec3 diffuse_light, inout vec3 specular_light) {
|
||||
float NdotL = min(dot(N, L), 1.0);
|
||||
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
||||
|
||||
#if defined(DIFFUSE_LAMBERT_WRAP)
|
||||
// Energy conserving lambert wrap shader.
|
||||
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
|
||||
float diffuse_brdf_NL = max(0.0, (cNdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
|
||||
#else
|
||||
// lambert
|
||||
float diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
|
||||
#endif
|
||||
|
||||
diffuse_light += light_color * diffuse_brdf_NL;
|
||||
|
||||
#if !defined(SPECULAR_DISABLED)
|
||||
float specular_brdf_NL = 0.0;
|
||||
// Normalized blinn always unless disabled.
|
||||
vec3 H = normalize(V + L);
|
||||
float cNdotH = clamp(dot(N, H), 0.0, 1.0);
|
||||
float shininess = roughness_to_shininess(roughness);
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)) * cNdotL;
|
||||
specular_brdf_NL = blinn;
|
||||
specular_light += specular_brdf_NL * light_color;
|
||||
#endif
|
||||
}
|
||||
|
||||
float get_omni_attenuation(float distance, float inv_range, float decay) {
|
||||
float nd = distance * inv_range;
|
||||
nd *= nd;
|
||||
nd *= nd; // nd^4
|
||||
nd = max(1.0 - nd, 0.0);
|
||||
nd *= nd; // nd^2
|
||||
return nd * pow(max(distance, 0.0001), -decay);
|
||||
}
|
||||
|
||||
void light_process_omni_vertex(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness,
|
||||
inout vec3 diffuse_light, inout vec3 specular_light) {
|
||||
vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
|
||||
float light_length = length(light_rel_vec);
|
||||
float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
|
||||
vec3 color = omni_lights.data[idx].color * omni_attenuation;
|
||||
|
||||
light_compute_vertex(normal, normalize(light_rel_vec), eye_vec, color, false, roughness,
|
||||
diffuse_light,
|
||||
specular_light);
|
||||
}
|
||||
|
||||
void light_process_spot_vertex(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness,
|
||||
inout vec3 diffuse_light,
|
||||
inout vec3 specular_light) {
|
||||
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
|
||||
float light_length = length(light_rel_vec);
|
||||
float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
|
||||
vec3 spot_dir = spot_lights.data[idx].direction;
|
||||
|
||||
// This conversion to a highp float is crucial to prevent light leaking
|
||||
// due to precision errors in the following calculations (cone angle is mediump).
|
||||
highp float cone_angle = spot_lights.data[idx].cone_angle;
|
||||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle));
|
||||
|
||||
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
|
||||
vec3 color = spot_lights.data[idx].color * spot_attenuation;
|
||||
float specular_amount = spot_lights.data[idx].specular_amount;
|
||||
|
||||
light_compute_vertex(normal, normalize(light_rel_vec), eye_vec, color, false, roughness,
|
||||
diffuse_light, specular_light);
|
||||
}
|
|
@ -3580,8 +3580,7 @@ void RenderingServer::init() {
|
|||
|
||||
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"), 0);
|
||||
|
||||
GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
|
||||
GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true);
|
||||
GLOBAL_DEF_RST("rendering/shading/overrides/force_vertex_shading", false);
|
||||
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
|
||||
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
|
||||
|
||||
|
|
Loading…
Reference in New Issue