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OpenGL2: Set cubemap mip selection to match output from ggxcc.
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e0b2256043
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2 changed files with 17 additions and 3 deletions
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@ -370,11 +370,11 @@ 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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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * roughness).rgb * u_EnableTextures.w;
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w;
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// normalize cubemap based on lowest mip (~diffuse)
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// normalize cubemap based on last roughness 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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//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 0.5 / 255.0);
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//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, ROUGHNESS_MIPS).rgb, 0.5 / 255.0);
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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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@ -325,6 +325,20 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, cha
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if (r_pbr->integer)
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Q_strcat(dest, size, "#define USE_PBR\n");
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if (r_cubeMapping->integer)
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{
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int cubeMipSize = r_cubemapSize->integer;
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int numRoughnessMips = 0;
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while (cubeMipSize)
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{
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cubeMipSize >>= 1;
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numRoughnessMips++;
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}
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numRoughnessMips = MAX(1, numRoughnessMips - 2);
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Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", numRoughnessMips));
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}
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if (extra)
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{
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Q_strcat(dest, size, extra);
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