diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index c7506c67759..22cc45a0f64 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -2227,6 +2227,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (p_env) { state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 5f5dfadcc5f..043a5047ca1 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -948,6 +948,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1; + roughness = MIN(1.0, roughness); //keep max at 1 shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -4492,13 +4493,13 @@ void RasterizerStorageGLES2::initialize() { // radical inverse vdc cache texture // used for cubemap filtering - if (config.float_texture_supported) { + if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere glGenTextures(1, &resources.radical_inverse_vdc_cache_tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex); - float radical_inverse[512]; + uint8_t radical_inverse[512]; for (uint32_t i = 0; i < 512; i++) { uint32_t bits = i; @@ -4510,11 +4511,10 @@ void RasterizerStorageGLES2::initialize() { bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); float value = float(bits) * 2.3283064365386963e-10; - - radical_inverse[i] = value; + radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255)); } - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_FLOAT, radical_inverse); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse); glBindTexture(GL_TEXTURE_2D, 0); } diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 67b937984ef..ee028cb1ff3 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -167,17 +167,21 @@ void main() { vec3 H = ImportanceSampleGGX(xi, roughness, N); vec3 V = N; - vec3 L = normalize(2.0 * dot(V, H) * H - V); + vec3 L = (2.0 * dot(V, H) * H - V); float NdotL = clamp(dot(N, L), 0.0, 1.0); if (NdotL > 0.0) { #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(source_panorama, L).rgb * NdotL; + vec3 val = texturePanorama(source_panorama, L).rgb; #else - sum.rgb += textureCubeLod(source_cube, L, 0.0).rgb * NdotL; + vec3 val = textureCubeLod(source_cube, L,0.0).rgb; #endif + //mix using Linear, to approximate high end back-end + val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045)))); + + sum.rgb += val * NdotL; sum.a += NdotL; } @@ -185,5 +189,8 @@ void main() { sum /= sum.a; + vec3 a = vec3(0.055); + sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308)))); + gl_FragColor = vec4(sum.rgb, 1.0); } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index fc20cb81a24..e45442386de 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1757,8 +1757,14 @@ FRAGMENT_SHADER_CODE // environment BRDF approximation - // TODO shadeless + { + +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + //TODO: this curve is not really designed for gammaspace, should be adjusted const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; @@ -1767,10 +1773,16 @@ FRAGMENT_SHADER_CODE vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); - specular_light *= AB.x * specular_color + AB.y; + specular_light *= AB.x * specular_color + AB.y; +#endif } gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); + + //add emission if in base pass +#ifdef BASE_PASS + gl_FragColor.rgb += emission; +#endif // gl_FragColor = vec4(normal, 1.0); #endif //unshaded