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https://github.com/ZDoom/gzdoom-gles.git
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- Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
- Fixed that surface angle attenuation was getting applied twice
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7b9a334f77
commit
769867475c
1 changed files with 52 additions and 47 deletions
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@ -432,7 +432,7 @@ vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float pointLightAttenuationQuadratic(vec4 lightpos, float lightcolorA)
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float quadraticDistanceAttenuation(vec4 lightpos)
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{
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float strength = (1.0 + lightpos.w * lightpos.w * 0.25) * 0.5;
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@ -440,21 +440,17 @@ float pointLightAttenuationQuadratic(vec4 lightpos, float lightcolorA)
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float attenuation = strength / (1.0 + dot(distVec, distVec));
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if (attenuation <= 1.0 / 256.0) return 0.0;
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
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#endif
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if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
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{
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return attenuation;
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}
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else
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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vec3 pixelnormal = ApplyNormalMap();
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return attenuation * diffuseContribution(lightDirection, pixelnormal);
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}
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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return shadowmapAttenuation(lightpos, shadowIndex);
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#else
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return 1.0;
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#endif
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}
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vec3 applyLight(vec3 albedo, vec3 ambientLight)
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@ -464,12 +460,11 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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albedo = pow(albedo, vec3(2.2)); // sRGB to linear
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ambientLight = pow(ambientLight, vec3(2.2));
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vec3 normal = ApplyNormalMap();
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float metallic = texture(metallictexture, vTexCoord.st).r;
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float roughness = texture(roughnesstexture, vTexCoord.st).r;
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float ao = texture(aotexture, vTexCoord.st).r;
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vec3 N = normalize(normal);
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vec3 N = ApplyNormalMap();
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vec3 V = normalize(uCameraPos.xyz - worldpos);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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@ -494,28 +489,33 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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//float distance = length(lightpos.xyz - worldpos);
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//float attenuation = 1.0 / (distance * distance);
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float attenuation = pointLightAttenuationQuadratic(lightpos, lightcolor.a);
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float attenuation = quadraticDistanceAttenuation(lightpos) * shadowAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
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if (attenuation > 0.0)
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
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vec3 specular = nominator / max(denominator, 0.001);
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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Lo += (kD * albedo / PI + specular) * radiance;
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}
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}
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//
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// subtractive lights
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@ -529,28 +529,33 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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//float distance = length(lightpos.xyz - worldpos);
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//float attenuation = 1.0 / (distance * distance);
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float attenuation = pointLightAttenuationQuadratic(lightpos, lightcolor.a);
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float attenuation = quadraticDistanceAttenuation(lightpos) * shadowAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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attenuation *= clamp(dot(N, L), 0.0, 1.0); // Sign bit is the attenuated light flag
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if (attenuation > 0.0)
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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vec3 radiance = lightcolor.rgb * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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float denominator = 4.0 * clamp(dot(N, V), 0.0, 1.0) * clamp(dot(N, L), 0.0, 1.0);
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vec3 specular = nominator / max(denominator, 0.001);
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float NdotL = max(dot(N, L), 0.0);
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Lo -= (kD * albedo / PI + specular) * radiance * NdotL;
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Lo -= (kD * albedo / PI + specular) * radiance;
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}
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}
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}
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}
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@ -558,7 +563,7 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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// Pretend we sampled the sector light level from an irradiance map
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vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
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vec3 F = fresnelSchlickRoughness(clamp(dot(N, V), 0.0, 1.0), F0, roughness);
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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@ -569,7 +574,7 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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//kD *= 1.0 - metallic;
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//const float MAX_REFLECTION_LOD = 4.0;
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//vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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//vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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//vec2 envBRDF = texture(brdfLUT, vec2(clamp(dot(N, V), 0.0, 1.0), roughness)).rg;
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//vec3 ambient = (kD * diffuse + specular) * ao;
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