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OpenGL2: Minor GLSL shader improvements.
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2 changed files with 23 additions and 4 deletions
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@ -167,7 +167,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
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#elif 0
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// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
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return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
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return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
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#else
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// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
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return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
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@ -379,7 +379,7 @@ void main()
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N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
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#endif
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N.xy *= u_EnableTextures.x;
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N.z = sqrt((0.25 - N.x * N.x) - N.y * N.y);
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N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
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N = tangentToWorld * N;
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#else
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N = var_Normal.xyz;
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@ -473,7 +473,21 @@ void main()
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#endif
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gl_FragColor.rgb = lightColor * reflectance * NL;
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#if 0
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vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
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// do ambient as two hemisphere lights, one straight up one straight down
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float hemiDiffuseUp = N.z * 0.5 + 0.5;
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float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
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float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
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float hemiSpecularDown = 1.0 - hemiSpecularUp;
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gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
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gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
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#else
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gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
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#endif
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#if defined(USE_CUBEMAP)
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reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
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@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar
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varying vec2 var_DepthTex;
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varying vec3 var_ViewDir;
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// depth is GL_DEPTH_COMPONENT24
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// so the maximum error is 1.0 / 2^24
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#define DEPTH_MAX_ERROR 0.000000059604644775390625
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// Input: It uses texture coords as the random number seed.
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// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
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// Author: Michael Pohoreski
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@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
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{
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float mult;
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float scale = 2.0 / r_shadowMapSize;
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#if defined(USE_SHADOW_FILTER)
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float r = random(var_DepthTex.xy);
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float sinr = sin(r) * scale;
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@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
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float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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sampleZDivW -= DEPTH_MAX_ERROR;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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@ -81,7 +86,7 @@ void main()
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float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
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float sampleZ = u_ViewInfo.y * depth;
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vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
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vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
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vec4 shadowpos = u_ShadowMvp * biasPos;
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