Remove DiffuseRoughness shader param, add SpecularExponent shader param

This commit is contained in:
James Canete 2012-04-26 13:36:38 +00:00
parent a19627d2c9
commit 0296de3d1a
5 changed files with 154 additions and 158 deletions

View File

@ -1,3 +1,4 @@
- Remove DiffuseRoughness shader param, add SpecularExponent shader param
- Change R_SubdividePatchToGrid() to subdivide patches more evenly
- Calculate tangent space in fragment shader instead of storing per vertex
- Fix sun flare with sky portals. Sun flare must be inside sky portal.

View File

@ -305,133 +305,131 @@ static const char *fallbackLightallShader_fp =
"WMAP)\r\nuniform samplerCube u_ShadowMap;\r\n#endif\r\n\r\nuniform vec3 "
" u_ViewOrigin;\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u"
"_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u"
"_LightRadius;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)\r\nuniform floa"
"t u_SpecularReflectance;\r\n#endif\r\n\r\n#if !defined(USE_FAST_LIGHT)"
"\r\nuniform float u_DiffuseRoughness;\r\n#endif\r\n\r\nvarying vec2 "
" var_DiffuseTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_Lig"
"htTex;\r\n#endif\r\nvarying vec4 var_Color;\r\nvarying vec3 var_P"
"osition;\r\n\r\nvarying vec3 var_SampleToView;\r\n\r\nvarying vec3 "
" var_Normal;\r\n#if defined(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 v"
"ar_Tangent;\r\nvarying vec3 var_Bitangent;\r\n#endif\r\n\r\n#if define"
"d(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)\r\nvarying vec3 var_Vec"
"tLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)"
"\r\nvarying vec3 var_WorldLight;\r\n#endif\r\n\r\n#define EPSILON 0.00"
"000001\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D "
"normalMap, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn tex"
"ture2D(normalMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t).a;\r"
"\n #endif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, samp"
"ler2D normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst int"
" binarySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSearch"
"Steps);\r\n\r\n\t// current size of search window\r\n\tfloat size = depthSt"
"ep;\r\n\r\n\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n\t// "
"best match found (starts with last position 1.0)\r\n\tfloat bestDepth = 1.0"
";\r\n\r\n\t// search front to back for first point inside object\r\n\tfor(i"
"nt i = 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n"
"\t\t\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n"
"\t\tif(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif(depth >= "
"t)\r\n\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth"
" = bestDepth;\r\n\t\r\n\t// recurse around first point (depth) for closest "
"match\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *="
" 0.5;\r\n\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t"
"\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdept"
"h -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn "
"bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, "
"float NE, float NL, float fzero, float roughness)\r\n{\r\n #if defined(USE"
"_OREN_NAYAR)\r\n\tfloat gamma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_s"
"q = roughness * roughness;\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0"
".57));\r\n\tfloat B = 0.45 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha ="
" max(acos(NE), acos(NL));\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r"
"\n\tfloat C = sin(alpha) * tan(beta);\r\n\r\n\treturn A + B * clamp(gamma, "
"0.0, 1.0) * C;\r\n #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n"
"#if defined(USE_SPECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, floa"
"t NE, float EH, float fzero, float shininess)\r\n{\r\n #if defined(USE_BLI"
"NN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blin"
"n = pow(NH, shininess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\tre"
"turn blinn;\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined "
"(USE_TRIACE) || defined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero +"
" (1.0 - fzero) * pow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COO"
"K_TORRANCE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * mi"
"n(NE, NL);\r\n\tgeo /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE"
"_COOK_TORRANCE)\r\n\tfloat m = sqrt(2.0 / shininess);\r\n\r\n\tfloat m_sq ="
" m * m;\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0)"
" / max(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);"
"\r\n\r\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r"
"\n\r\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + "
"0.2691817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSIL"
"ON);\r\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat sc"
"ale = 0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blin"
"n / max(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r"
"\n#if defined(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_Delux"
"eMap, var_LightTex).xyz - vec3(1.0);\r\n\t//worldLight += var_WorldLight * "
"0.0001;\r\n#elif defined(USE_LIGHT)\r\n\tvec3 worldLight = var_WorldLight;"
"\r\n#endif\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture"
"2D(u_LightMap, var_LightTex).rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlig"
"htSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 "
"directedLight = lightSample.rgb;\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #i"
"f defined(USE_FAST_LIGHT)\r\n\tvec3 directedLight = var_VectLight;\r\n #el"
"se\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(wor"
"ldLight, worldLight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot("
"worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0"
");\r\n #endif\r\n #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = text"
"ureCube(u_ShadowMap, worldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0"
" / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity "
"*= clamp(sign(dist - length(worldLight)), 0.0, 1.0);\r\n #endif\r\n\tvec"
"3 directedLight = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_"
"AmbientLight;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)\r\n\tvec3 dire"
"ctedLight = var_Color.rgb;\r\n#endif\r\n\t\r\n#if defined(USE_NORMALMAP) ||"
" defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tvec3 SampleToView = no"
"rmalize(var_SampleToView);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r"
"\n\tfloat ambientDiff = 1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if def"
"ined(USE_VERT_TANGENT_SPACE)\r\n vec3 tangent = normalize(var_Tangent)"
";\r\n\tvec3 bitangent = normalize(var_Bitangent);\r\n #else\r\n\tvec3 q0 "
"= dFdx(var_Position.xyz);\r\n\tvec3 q1 = dFdy(var_Position.xyz);\r\n\tvec2"
" st0 = dFdx(tex);\r\n\tvec2 st1 = dFdy(tex);\r\n\r\n\tvec3 tangent = -nor"
"malize( q0 * st1.t - q1 * st0.t);\r\n\tvec3 bitangent = -normalize(-q0 * st"
"1.s + q1 * st0.s);\r\n #endif\r\n\r\n\tmat3 tangentToWorld = mat3(tangent,"
" bitangent, normalize(var_Normal.xyz));\r\n\r\n #if defined(USE_PARALLAXMA"
"P)\r\n\tvec3 offsetDir = normalize(SampleToView * tangentToWorld);\r\n #"
"if 0\r\n float height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist"
" = 0.05 * height - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= 0.02 / o"
"ffsetDir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u"
"_NormalMap);\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif"
"\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_N"
"ormalMap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_N"
"ormalMap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot("
"normal.xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld *"
" normal;\r\n #if defined(r_normalAmbient)\r\n\tambientDiff = 0.781341 * no"
"rmal.z + 0.218659;\r\n #endif\r\n#else\r\n\tvec3 worldNormal = var_Normal;"
"\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_DiffuseMap, tex);\r\n\r\n#if"
" defined(USE_LIGHT) && defined(USE_FAST_LIGHT)\r\n\tdiffuse.rgb *= directed"
"Light;\r\n#elif defined(USE_LIGHT)\r\n\tworldNormal = normalize(worldNormal"
");\r\n\tworldLight = normalize(worldLight);\r\n\r\n #if defined(USE_LIGHTM"
"AP) || defined(USE_LIGHT_VERTEX)\r\n\tdirectedLight /= max(dot(normalize(va"
"r_Normal), worldLight), 0.004);\r\n\r\n #if defined(r_normalAmbient)\r\n"
"\tvec3 ambientLight = directedLight * r_normalAmbient;\r\n\tdirectedLight -"
"= ambientLight;\r\n #else\r\n\tvec3 ambientLight = vec3(0);\r\n #endi"
"f\r\n #endif\r\n\r\n\tfloat NL = clamp(dot(worldNormal, worldLight), 0."
"0, 1.0);\r\n\tfloat NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);"
"\r\n #if defined(USE_SPECULARMAP)\r\n\tfloat fzero = u_SpecularReflectance"
";\r\n #else\r\n\tfloat fzero = 0.0;\r\n #endif\r\n\tfloat directedDiff = "
"NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, u_Di"
"ffuseRoughness);\r\n\tdiffuse.rgb *= directedLight * directedDiff + ambient"
"Diff * ambientLight;\r\n \r\n #if defined(USE_SPECULARMAP)\r\n\tvec4 spec"
"ular = texture2D(u_SpecularMap, tex);\r\n\t//specular.rgb = clamp(specular."
"rgb - diffuse.rgb, 0.0, 1.0);\r\n\tfloat shininess = specular.a * 255 + 1.0"
";\r\n\r\n\tvec3 halfAngle = normalize(worldLight + SampleToView);\r\n\r\n\t"
"float EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);\r\n\tfloat NH = c"
"lamp(dot(worldNormal, halfAngle), 0.0, 1.0);\r\n\r\n\tfloat directedSpec ="
" NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);\r\n \r\n #if defi"
"ned(r_normalAmbient)\r\n\tvec3 ambientHalf = normalize(var_Normal + SampleT"
"oView);\r\n\tfloat ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0"
".0);\r\n\tambientSpec *= ambientSpec * 0.44;\r\n\tambientSpec = pow(ambient"
"Spec, shininess) * fzero;\r\n #if defined(USE_TRIACE)\r\n\tambientSpec"
" *= 0.1248582 * shininess + 0.2691817;\r\n #endif \r\n\tspecular.rg"
"b *= directedSpec * directedLight + ambientSpec * ambientLight;\r\n #els"
"e\r\n\tspecular.rgb *= directedSpec * directedLight;\r\n #endif\r\n #en"
"dif\r\n#endif\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECU"
"LARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor"
".rgb += specular.rgb;\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\t"
"gl_FragColor *= var_Color;\r\n#endif\r\n}\r\n";
"_LightRadius;\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nuniform vec2 "
"u_MaterialInfo;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n#if d"
"efined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvaryin"
"g vec4 var_Color;\r\nvarying vec3 var_Position;\r\n\r\nvarying ve"
"c3 var_SampleToView;\r\n\r\nvarying vec3 var_Normal;\r\n#if defin"
"ed(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec"
"3 var_Bitangent;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR) && def"
"ined(USE_FAST_LIGHT)\r\nvarying vec3 var_VectLight;\r\n#endif\r\n\r\n#"
"if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 var_W"
"orldLight;\r\n#endif\r\n\r\n#define EPSILON 0.00000001\r\n\r\n#if defined(U"
"SE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D normalMap, vec2 t)\r\n{\r\n"
" #if defined(SWIZZLE_NORMALMAP)\r\n\treturn texture2D(normalMap, t).r;\r\n"
" #else\r\n\treturn texture2D(normalMap, t).a;\r\n #endif\r\n}\r\n\r\nfloa"
"t RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)\r\n{\r\n\t"
"const int linearSearchSteps = 16;\r\n\tconst int binarySearchSteps = 6;\r\n"
"\r\n\tfloat depthStep = 1.0 / float(linearSearchSteps);\r\n\r\n\t// current"
" size of search window\r\n\tfloat size = depthStep;\r\n\r\n\t// current dep"
"th position\r\n\tfloat depth = 0.0;\r\n\r\n\t// best match found (starts wi"
"th last position 1.0)\r\n\tfloat bestDepth = 1.0;\r\n\r\n\t// search front "
"to back for first point inside object\r\n\tfor(int i = 0; i < linearSearchS"
"teps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n\t\t\r\n\t\tfloat t = Sample"
"Height(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif(bestDepth > 0.996)\t"
"\t// if no depth found yet\r\n\t\t\tif(depth >= t)\r\n\t\t\t\tbestDepth = d"
"epth;\t// store best depth\r\n\t}\r\n\r\n\tdepth = bestDepth;\r\n\t\r\n\t//"
" recurse around first point (depth) for closest match\r\n\tfor(int i = 0; i"
" < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;\r\n\r\n\t\tfloat t = "
"SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif(depth >= t)\r\n"
"\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdepth -= 2.0 * size;\r\n\t\t}\r"
"\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn bestDepth;\r\n}\r\n#endif\r"
"\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float f"
"zero, float shininess)\r\n{\r\n #if defined(USE_OREN_NAYAR)\r\n\tfloat rou"
"ghness = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat gamma = dot(E "
"- N * NE, L - N * NL);\r\n\tfloat r_sq = roughness * roughness;\r\n\r\n\tfl"
"oat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));\r\n\tfloat B = 0.45 * (r_sq / ("
"r_sq + 0.09));\r\n\r\n\tfloat alpha = max(acos(NE), acos(NL));\r\n\tfloat b"
"eta = min(acos(NE), acos(NL));\r\n\r\n\tfloat C = sin(alpha) * tan(beta);"
"\r\n\r\n\treturn A + B * clamp(gamma, 0.0, 1.0) * C;\r\n #else\r\n\treturn"
" 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if defined(USE_SPECULARMAP)\r\nfloat"
" CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float sh"
"ininess)\r\n{\r\n #if defined(USE_BLINN) || defined(USE_TRIACE) || defined"
"(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shininess);\r\n #endif\r"
"\n\r\n #if defined(USE_BLINN)\r\n\treturn blinn;\r\n #endif\r\n\r\n #if "
"defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE"
"_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);\r"
"\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_"
"SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL);\r\n\tgeo /= max(EH, geo);"
"\r\n #endif \r\n\r\n #if defined(USE_COOK_TORRANCE)\r\n\tfloat m = sqrt("
"2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat m_sq = m * m;\r\n\tfloat NH_"
"sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / max(m_sq * NH_sq, E"
"PSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n\r\n\treturn fresne"
"l * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r\n #if defined(USE"
"_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.2691817;\r\n\r\n\tret"
"urn fresnel * scale * blinn / max(max(NL, NE), EPSILON);\r\n #endif\r\n "
"\r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale = 0.125 * shinines"
"s + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / max(NE, EPSILON);"
"\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_DELU"
"XEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xy"
"z - vec3(1.0);\r\n\t//worldLight += var_WorldLight * 0.0001;\r\n#elif defin"
"ed(USE_LIGHT)\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if d"
"efined(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMap, var_Ligh"
"tTex).rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(li"
"ghtSample.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSa"
"mple.rgb;\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #if defined(USE_FAST_LIGH"
"T)\r\n\tvec3 directedLight = var_VectLight;\r\n #else\r\n #if defined(U"
"SE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r"
"\n #else\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, worldLight)"
" / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n "
" #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = textureCube(u_ShadowMap, wo"
"rldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0 / (256.0 * 256.0), 1.0"
" / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity *= clamp(sign(dist - le"
"ngth(worldLight)), 0.0, 1.0);\r\n #endif\r\n\tvec3 directedLight = u_Dir"
"ectedLight * intensity;\r\n\tvec3 ambientLight = u_AmbientLight;\r\n #end"
"if\r\n#elif defined(USE_LIGHT_VERTEX)\r\n\tvec3 directedLight = var_Color.r"
"gb;\r\n#endif\r\n\t\r\n#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && "
"!defined(USE_FAST_LIGHT)\r\n\tvec3 SampleToView = normalize(var_SampleToVie"
"w);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat ambientDiff = "
"1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if defined(USE_VERT_TANGENT_SP"
"ACE)\r\n vec3 tangent = normalize(var_Tangent);\r\n\tvec3 bitangent = "
"normalize(var_Bitangent);\r\n #else\r\n\tvec3 q0 = dFdx(var_Position.xyz)"
";\r\n\tvec3 q1 = dFdy(var_Position.xyz);\r\n\tvec2 st0 = dFdx(tex);\r\n\tv"
"ec2 st1 = dFdy(tex);\r\n\r\n\tvec3 tangent = -normalize( q0 * st1.t - q1 "
"* st0.t);\r\n\tvec3 bitangent = -normalize(-q0 * st1.s + q1 * st0.s);\r\n "
"#endif\r\n\r\n\tmat3 tangentToWorld = mat3(tangent, bitangent, normalize(va"
"r_Normal.xyz));\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n\tvec3 offsetDir ="
" normalize(SampleToView * tangentToWorld);\r\n #if 0\r\n float height"
" = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.05 * height - (0.05"
" / 2.0);\r\n #else\r\n\toffsetDir.xy *= 0.02 / offsetDir.z;\r\n\tfloat p"
"dist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);\r\n #end"
"if\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n #if defined(SWIZZLE"
"_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;"
"\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;"
"\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0."
"0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld * normal;\r\n #if defined"
"(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z + 0.218659;\r\n #"
"endif\r\n#else\r\n\tvec3 worldNormal = var_Normal;\r\n#endif\r\n\r\n\tvec4 "
"diffuse = texture2D(u_DiffuseMap, tex);\r\n\r\n#if defined(USE_LIGHT) && de"
"fined(USE_FAST_LIGHT)\r\n\tdiffuse.rgb *= directedLight;\r\n#elif defined(U"
"SE_LIGHT)\r\n\tworldNormal = normalize(worldNormal);\r\n\tworldLight = norm"
"alize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_"
"VERTEX)\r\n\tdirectedLight /= max(dot(normalize(var_Normal), worldLight), 0"
".004);\r\n\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientLight = dir"
"ectedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLight;\r\n #e"
"lse\r\n\tvec3 ambientLight = vec3(0);\r\n #endif\r\n #endif\r\n\r\n\tfl"
"oat NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n\tfloat NE = "
"clamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r\n\t\r\n\tfloat fzero = "
"u_MaterialInfo.x;\r\n\tfloat shininess = u_MaterialInfo.y;\r\n #if defined"
"(USE_SPECULARMAP)\r\n\tvec4 specular = texture2D(u_SpecularMap, tex);\r\n\t"
"//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);\r\n\tshinines"
"s *= specular.a;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(wor"
"ldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);\r\n\tdiffuse"
".rgb *= directedLight * directedDiff + ambientDiff * ambientLight;\r\n \r"
"\n #if defined(USE_SPECULARMAP)\r\n\tvec3 halfAngle = normalize(worldLight"
" + SampleToView);\r\n\r\n\tfloat EH = clamp(dot(SampleToView, halfAngle), 0"
".0, 1.0);\r\n\tfloat NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);\r"
"\n\r\n\tfloat directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shini"
"ness);\r\n \r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientHalf = no"
"rmalize(var_Normal + SampleToView);\r\n\tfloat ambientSpec = max(dot(ambien"
"tHalf, worldNormal) + 0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;\r"
"\n\tambientSpec = pow(ambientSpec, shininess) * fzero;\r\n\tspecular.rgb *="
" directedSpec * directedLight + ambientSpec * ambientLight;\r\n #else\r"
"\n\tspecular.rgb *= directedSpec * directedLight;\r\n #endif\r\n #endif"
"\r\n#endif\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULAR"
"MAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor.rg"
"b += specular.rgb;\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\tgl_"
"FragColor *= var_Color;\r\n#endif\r\n}\r\n";
static const char *fallbackShadowfillShader_vp =
"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
@ -1876,8 +1874,7 @@ void GLSL_InitGPUShaders(void)
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARREFLECTANCE, "u_SpecularReflectance", GLSL_FLOAT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEROUGHNESS, "u_DiffuseRoughness", GLSL_FLOAT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);

View File

@ -449,8 +449,7 @@ typedef struct {
stageType_t type;
struct shaderProgram_s *glslShaderGroup;
int glslShaderIndex;
float specularReflectance;
float diffuseRoughness;
vec2_t materialInfo;
} shaderStage_t;
struct shaderCommands_s;
@ -864,8 +863,7 @@ enum
GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX,
GENERIC_UNIFORM_TIME,
GENERIC_UNIFORM_VERTEXLERP,
GENERIC_UNIFORM_SPECULARREFLECTANCE,
GENERIC_UNIFORM_DIFFUSEROUGHNESS,
GENERIC_UNIFORM_MATERIALINFO,
GENERIC_UNIFORM_COUNT
};

View File

@ -803,8 +803,7 @@ static void ForwardDlight( void ) {
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, radius);
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_SPECULARREFLECTANCE, pStage->specularReflectance);
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_DIFFUSEROUGHNESS, pStage->diffuseRoughness);
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
@ -1147,8 +1146,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_SPECULARREFLECTANCE, pStage->specularReflectance);
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_DIFFUSEROUGHNESS, pStage->diffuseRoughness);
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
//
// do multitexture

View File

@ -907,7 +907,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
else if(!Q_stricmp(token, "specularMap"))
{
stage->type = ST_SPECULARMAP;
stage->specularReflectance = 0.04f;
stage->materialInfo[0] = 0.04f;
stage->materialInfo[1] = 256.0f;
}
else
{
@ -926,20 +927,20 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name );
continue;
}
stage->specularReflectance = atof( token );
stage->materialInfo[0] = atof( token );
}
//
// diffuseRoughness <value>
// specularExponent <value>
//
else if (!Q_stricmp(token, "diffuseroughness"))
else if (!Q_stricmp(token, "specularexponent"))
{
token = COM_ParseExt(text, qfalse);
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for diffuse roughness in shader '%s'\n", shader.name );
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular exponent in shader '%s'\n", shader.name );
continue;
}
stage->diffuseRoughness = atof( token );
stage->materialInfo[1] = atof( token );
}
//
// rgbGen
@ -2189,7 +2190,8 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
{
//ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName);
diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
diffuse->specularReflectance = specular->specularReflectance;
diffuse->materialInfo[0] = specular->materialInfo[0];
diffuse->materialInfo[1] = specular->materialInfo[1];
defs |= LIGHTDEF_USE_SPECULARMAP;
}
}