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https://github.com/ioquake/ioq3.git
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OpenGL2: Shader optimization, and add dither to tonemap.
This commit is contained in:
parent
d11cfc88d5
commit
a331637745
5 changed files with 76 additions and 74 deletions
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@ -15,7 +15,7 @@ vec3 GetValues(vec2 offset, vec3 current)
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#ifdef FIRST_PASS
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#if defined(USE_PBR)
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minAvgMax = pow(minAvgMax, vec3(2.2));
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minAvgMax *= minAvgMax;
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#endif
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float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
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@ -29,11 +29,6 @@ uniform samplerCube u_CubeMap;
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uniform vec4 u_EnableTextures;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec3 u_PrimaryLightColor;
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uniform vec3 u_PrimaryLightAmbient;
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@ -53,6 +48,9 @@ uniform vec4 u_CubeMapInfo;
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varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec4 var_ColorAmbient;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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#if defined(USE_VERT_TANGENT_SPACE)
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@ -150,7 +148,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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}
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#endif
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vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float roughness)
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vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
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{
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#if defined(USE_BURLEY)
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// modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
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@ -171,7 +169,7 @@ vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular)
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return vec3(v) + specular;
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}
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vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float roughness)
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vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
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{
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// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
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float rr = roughness*roughness;
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@ -220,7 +218,7 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
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void main()
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{
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vec3 viewDir, lightColor, ambientColor;
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vec3 viewDir, lightColor, ambientColor, reflectance;
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vec3 L, N, E, H;
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float NL, NH, NE, EH, attenuation;
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@ -232,21 +230,20 @@ void main()
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mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
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viewDir = var_ViewDir;
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#endif
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E = normalize(viewDir);
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L = var_LightDir.xyz;
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#if defined(USE_DELUXEMAP)
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L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
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#endif
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float sqrLightDist = dot(L, L);
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#endif
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lightColor = var_Color.rgb;
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#if defined(USE_LIGHTMAP)
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vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
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#if defined(RGBM_LIGHTMAP)
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lightmapColor.rgb *= lightmapColor.a;
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#endif
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#if defined(USE_PBR) && !defined(USE_FAST_LIGHT)
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lightmapColor.rgb *= lightmapColor.rgb;
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#endif
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lightColor *= lightmapColor.rgb;
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#endif
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vec2 texCoords = var_TexCoords.xy;
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@ -262,23 +259,17 @@ void main()
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vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHTMAP)
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lightColor = lightmapColor.rgb * var_Color.rgb;
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ambientColor = vec3(0.0);
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attenuation = 1.0;
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#elif defined(USE_LIGHT_VECTOR)
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lightColor = u_DirectedLight * var_Color.rgb;
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ambientColor = u_AmbientLight * var_Color.rgb;
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attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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#elif defined(USE_LIGHT_VERTEX)
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lightColor = var_Color.rgb;
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ambientColor = vec3(0.0);
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attenuation = 1.0;
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L = var_LightDir.xyz;
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#if defined(USE_DELUXEMAP)
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L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
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#endif
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float sqrLightDist = dot(L, L);
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L /= sqrt(sqrLightDist);
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#if defined(USE_PBR)
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lightColor = pow(lightColor, vec3(2.2));
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ambientColor = pow(ambientColor, vec3(2.2));
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#if defined(USE_LIGHT_VECTOR)
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attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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#else
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attenuation = 1.0;
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#endif
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#if defined(USE_NORMALMAP)
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@ -295,21 +286,20 @@ void main()
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#endif
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N = normalize(N);
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L /= sqrt(sqrLightDist);
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#if defined(USE_SHADOWMAP)
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
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shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
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#if defined(SHADOWMAP_MODULATE)
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lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
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#endif
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#endif
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#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
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#if !defined(USE_LIGHT_VECTOR)
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ambientColor = lightColor;
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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@ -320,10 +310,10 @@ void main()
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// Recover any unused light as ambient, in case attenuation is over 4x or
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// light is below the surface
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ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
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#else
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ambientColor = var_ColorAmbient.rgb;
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#endif
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vec3 reflectance;
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NL = clamp(dot(N, L), 0.0, 1.0);
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NE = clamp(dot(N, E), 0.0, 1.0);
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@ -332,32 +322,30 @@ void main()
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#else
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vec4 specular = vec4(1.0);
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#endif
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specular *= u_SpecularScale;
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#if defined(USE_PBR)
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diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
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diffuse.rgb *= diffuse.rgb;
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#endif
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float gloss = specular.a;
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#if defined(USE_PBR)
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// diffuse rgb is base color
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// specular red is smoothness
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// specular green is metallicness
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float roughness = 1.0 - specular.r;
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specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
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diffuse.rgb *= 1.0 - specular.g;
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#else
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float roughness = exp2(-3.0 * gloss);
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#endif
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// diffuse rgb is diffuse
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// specular rgb is specular reflectance at normal incidence
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// specular alpha is gloss
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float roughness = exp2(-3.0 * specular.a);
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#if defined(USE_PBR)
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// diffuse is actually base color, and green of specular is metallicness
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float metallic = specular.g;
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specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
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diffuse.rgb *= 1.0 - metallic;
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#else
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// adjust diffuse by specular reflectance, to maintain energy conservation
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diffuse.rgb *= vec3(1.0) - specular.rgb;
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#endif
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reflectance = CalcDiffuse(diffuse.rgb, EH, NH, roughness);
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reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
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gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
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gl_FragColor.rgb += ambientColor * diffuse.rgb;
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@ -371,11 +359,7 @@ void main()
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// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
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#if defined(USE_PBR)
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * roughness).rgb * u_EnableTextures.w;
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#else
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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#endif
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// normalize cubemap based on lowest mip (~diffuse)
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// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
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@ -383,7 +367,7 @@ void main()
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//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
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#if defined(USE_PBR)
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cubeLightColor = pow(cubeLightColor, vec3(2.2));
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cubeLightColor *= cubeLightColor;
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#endif
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// multiply cubemap values by lighting
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@ -404,24 +388,19 @@ void main()
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//L2 /= sqrt(sqrLightDist);
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NL2 = clamp(dot(N, L2), 0.0, 1.0);
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H2 = normalize(L2 + E);
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EH2 = clamp(dot(E, H2), 0.0, 1.0);
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NH2 = clamp(dot(N, H2), 0.0, 1.0);
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reflectance = CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, roughness);
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reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness);
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// bit of a hack, with modulated shadowmaps, ignore diffuse
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#if !defined(SHADOWMAP_MODULATE)
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reflectance += CalcDiffuse(diffuse.rgb, EH2, NH2, roughness);
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reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness);
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#endif
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lightColor = u_PrimaryLightColor;
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#if defined(USE_PBR)
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lightColor = pow(lightColor, vec3(2.2));
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#endif
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#if defined(USE_SHADOWMAP)
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lightColor *= shadowValue;
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#endif
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@ -433,15 +412,10 @@ void main()
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#endif
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#if defined(USE_PBR)
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gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));
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gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
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#endif
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#else
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lightColor = var_Color.rgb;
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#if defined(USE_LIGHTMAP)
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lightColor *= lightmapColor.rgb;
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#endif
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gl_FragColor.rgb = diffuse.rgb * lightColor;
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@ -57,10 +57,8 @@ uniform float u_VertexLerp;
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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uniform float u_LightRadius;
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#if defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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#endif
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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@ -71,6 +69,9 @@ uniform float u_PrimaryLightRadius;
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varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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varying vec4 var_ColorAmbient;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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@ -208,12 +209,24 @@ void main()
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT_VECTOR)
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#if defined(USE_FAST_LIGHT)
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float sqrLightDist = dot(L, L);
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float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
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float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
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float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
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var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
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#else
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var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb;
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var_Color.rgb *= u_DirectedLight;
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#if defined(USE_PBR)
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var_ColorAmbient.rgb *= var_ColorAmbient.rgb;
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#endif
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR)
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var_Color.rgb *= var_Color.rgb;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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@ -29,7 +29,7 @@ void main()
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vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
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#if defined(USE_PBR)
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color.rgb = pow(color.rgb, vec3(2.2));
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color.rgb *= color.rgb;
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#endif
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vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
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color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
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#if defined(USE_PBR)
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color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
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color.rgb = sqrt(color.rgb);
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#endif
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// add a bit of dither to reduce banding
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color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0);
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gl_FragColor = color;
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}
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@ -1273,7 +1273,19 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
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if (r_pbr->integer)
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{
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vec3_t color;
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color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0];
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color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1];
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color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2];
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color);
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}
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else
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{
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
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}
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GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
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}
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