Fix build after 65fd37c1, using Math_PI

Also fix style in shaders.
This commit is contained in:
Rémi Verschelde 2018-09-23 18:23:58 +02:00
parent 75e44badba
commit 60312915dc
3 changed files with 28 additions and 54 deletions

View File

@ -1558,7 +1558,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
float sign = light_ptr->negative ? -1 : 1;
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
Color color = light_ptr->color * sign * energy * M_PI;
Color color = light_ptr->color * sign * energy * Math_PI;
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
//specific parameters

View File

@ -135,7 +135,6 @@ uniform highp sampler2D light_directional_shadow; // texunit:-3
uniform highp vec4 light_split_offsets;
#endif
uniform highp mat4 light_shadow_matrix;
varying highp vec4 shadow_coord;
@ -155,7 +154,6 @@ varying highp vec4 shadow_coord4;
#endif
#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
varying highp vec3 diffuse_interp;
@ -206,7 +204,6 @@ void light_compute(
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
#else
@ -214,7 +211,7 @@ void light_compute(
#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
#elif defined(DIFFUSE_OREN_NAYAR)
@ -233,7 +230,7 @@ void light_compute(
diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
}
#else
// lambert by default for everything else
// lambert by default for everything else
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
@ -241,8 +238,6 @@ void light_compute(
diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
if (roughness > 0.0) {
// D
@ -254,17 +249,15 @@ void light_compute(
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
float blinn = pow( cNdotH, shininess );
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
#endif
SRGB_APPROX(specular_brdf_NL)
specular_interp += specular_brdf_NL * light_color * attenuation;
}
}
#endif
@ -364,7 +357,6 @@ void main() {
mat4 modelview = camera_matrix * world_matrix;
float roughness = 1.0;
#define world_transform world_matrix
{
@ -434,7 +426,6 @@ VERTEX_SHADER_CODE
#endif //depth
//vertex lighting
#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
//vertex shaded version of lighting (more limited)
@ -450,7 +441,7 @@ VERTEX_SHADER_CODE
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
vec3 attenuation = vec3(omni_attenuation);
light_att=vec3(omni_attenuation);
light_att = vec3(omni_attenuation);
L = normalize(light_vec);
@ -485,14 +476,14 @@ VERTEX_SHADER_CODE
diffuse_interp = vec3(0.0);
specular_interp = vec3(0.0);
light_compute(normal_interp,L,-normalize(vertex_interp),light_color.rgb,light_att,roughness);
light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
#endif
//shadows (for both vertex and fragment)
#if defined(USE_SHADOW) && defined(USE_LIGHTING)
vec4 vi4 = vec4(vertex_interp,1.0);
vec4 vi4 = vec4(vertex_interp, 1.0);
shadow_coord = light_shadow_matrix * vi4;
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
@ -616,7 +607,6 @@ uniform highp sampler2D light_directional_shadow; // texunit:-3
uniform highp vec4 light_split_offsets;
#endif
varying highp vec4 shadow_coord;
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
@ -684,7 +674,6 @@ varying highp float dp_clip;
#ifdef USE_LIGHTING
// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
// We're dividing this factor off because the overall term we'll end up looks like
// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
@ -890,21 +879,19 @@ LIGHT_SHADER_CODE
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
float blinn = pow( cNdotH, shininess );
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
float cRdotV = max(0.0, dot(R, V));
float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
float phong = pow( cRdotV, shininess );
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) / (8.0 * 3.141592654);
specular_brdf_NL = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
#elif defined(SPECULAR_TOON)
@ -954,7 +941,6 @@ LIGHT_SHADER_CODE
SRGB_APPROX(specular_brdf_NL)
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#if defined(LIGHT_USE_CLEARCOAT)
if (clearcoat_gloss > 0.0) {
#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
@ -976,9 +962,7 @@ LIGHT_SHADER_CODE
#endif
}
#endif //defined(USE_LIGHT_SHADER_CODE)
}
#endif
@ -986,14 +970,13 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
#define SAMPLE_SHADOW_TEXEL(p_shadow,p_pos,p_depth) step(p_depth,texture2D(p_shadow,p_pos).r)
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
float sample_shadow(
highp sampler2D shadow,
highp vec2 pos,
highp float depth) {
#ifdef SHADOW_MODE_PCF_13
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
@ -1027,7 +1010,6 @@ float sample_shadow(
return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
#endif
}
#endif
@ -1151,7 +1133,7 @@ FRAGMENT_SHADER_CODE
#ifndef USE_VERTEX_LIGHTING
vec3 L;
#endif
vec3 light_att=vec3(1.0);
vec3 light_att = vec3(1.0);
#ifdef LIGHT_MODE_OMNI
@ -1163,7 +1145,7 @@ FRAGMENT_SHADER_CODE
float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
light_att=vec3(omni_attenuation);
light_att = vec3(omni_attenuation);
L = normalize(light_vec);
#endif
@ -1193,8 +1175,7 @@ FRAGMENT_SHADER_CODE
float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
light_att*=shadow;
light_att *= shadow;
}
#endif
@ -1318,12 +1299,10 @@ FRAGMENT_SHADER_CODE
}
#endif //use shadow
#endif
#ifdef LIGHT_MODE_SPOT
light_att = vec3(1.0);
#ifndef USE_VERTEX_LIGHTING
@ -1358,18 +1337,16 @@ FRAGMENT_SHADER_CODE
}
#endif
#endif
#ifdef USE_VERTEX_LIGHTING
//vertex lighting
//vertex lighting
specular_light += specular_interp * specular * light_att;
diffuse_light += diffuse_interp * albedo * light_att;
#else
//fragment lighting
//fragment lighting
light_compute(
normal,
L,
@ -1394,7 +1371,7 @@ FRAGMENT_SHADER_CODE
#endif //vertex lighting
#endif //USE_LIGHTING
//compute and merge
//compute and merge
#ifndef RENDER_DEPTH
@ -1435,7 +1412,5 @@ FRAGMENT_SHADER_CODE
#endif //unshaded
#endif // not RENDER_DEPTH
}

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@ -1029,10 +1029,10 @@ LIGHT_SHADER_CODE
float cNdotH = max(dot(N, H), 0.0);
float cVdotH = max(dot(V, H), 0.0);
float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
float blinn = pow( cNdotH, shininess );
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
@ -1040,14 +1040,13 @@ LIGHT_SHADER_CODE
vec3 R = normalize(-reflect(L, N));
float cRdotV = max(0.0, dot(R, V));
float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
float phong = pow( cRdotV, shininess );
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) / (8.0 * 3.141592654);
float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));