Merge pull request #53938 from clayjohn/GLES3-directional-lights
Only add emission on base pass in GLES3
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75a05fc3a9
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@ -2304,15 +2304,21 @@ FRAGMENT_SHADER_CODE
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float max_emission = max(emission.r, max(emission.g, emission.b));
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float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b));
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float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b));
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float total_ambient = max_ambient + max_diffuse + max_emission;
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float total_ambient = max_ambient + max_diffuse;
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#ifdef USE_FORWARD_LIGHTING
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total_ambient += max_emission;
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#endif
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float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0;
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#if defined(ENABLE_AO)
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ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel);
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#endif
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diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale);
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diffuse_buffer = vec4(diffuse_light + ambient_light, ambient_scale);
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specular_buffer = vec4(specular_light, metallic);
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#ifdef USE_FORWARD_LIGHTING
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diffuse_buffer.rgb += emission;
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#endif
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#endif //SHADELESS
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normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness);
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@ -2326,7 +2332,10 @@ FRAGMENT_SHADER_CODE
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#ifdef SHADELESS
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frag_color = vec4(albedo, alpha);
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#else
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frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
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frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
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#ifdef USE_FORWARD_LIGHTING
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frag_color.rgb += emission;
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#endif
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#endif //SHADELESS
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#endif //USE_MULTIPLE_RENDER_TARGETS
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