[iortcw] 36/152: All: Rend2: Shader optimization and add dither to tonemap
Simon McVittie
smcv at debian.org
Fri Sep 8 10:39:54 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.5a
in repository iortcw.
commit 0acf3158838d01501f420d2d4da7739fab39fc25
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Fri Feb 19 17:45:58 2016 -0500
All: Rend2: Shader optimization and add dither to tonemap
---
MP/code/rend2/glsl/calclevels4x_fp.glsl | 2 +-
MP/code/rend2/glsl/lightall_fp.glsl | 106 ++++++++++++--------------------
MP/code/rend2/glsl/lightall_vp.glsl | 21 +++++--
MP/code/rend2/glsl/tonemap_fp.glsl | 7 ++-
MP/code/rend2/tr_shade.c | 14 ++++-
SP/code/rend2/glsl/calclevels4x_fp.glsl | 2 +-
SP/code/rend2/glsl/lightall_fp.glsl | 106 ++++++++++++--------------------
SP/code/rend2/glsl/lightall_vp.glsl | 21 +++++--
SP/code/rend2/glsl/tonemap_fp.glsl | 7 ++-
SP/code/rend2/tr_shade.c | 14 ++++-
10 files changed, 152 insertions(+), 148 deletions(-)
diff --git a/MP/code/rend2/glsl/calclevels4x_fp.glsl b/MP/code/rend2/glsl/calclevels4x_fp.glsl
index 0d298b6..8246c4b 100644
--- a/MP/code/rend2/glsl/calclevels4x_fp.glsl
+++ b/MP/code/rend2/glsl/calclevels4x_fp.glsl
@@ -15,7 +15,7 @@ vec3 GetValues(vec2 offset, vec3 current)
#ifdef FIRST_PASS
#if defined(USE_PBR)
- minAvgMax = pow(minAvgMax, vec3(2.2));
+ minAvgMax *= minAvgMax;
#endif
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
diff --git a/MP/code/rend2/glsl/lightall_fp.glsl b/MP/code/rend2/glsl/lightall_fp.glsl
index eb8ba90..6a0a515 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -29,11 +29,6 @@ uniform samplerCube u_CubeMap;
uniform vec4 u_EnableTextures;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
-uniform vec3 u_DirectedLight;
-uniform vec3 u_AmbientLight;
-#endif
-
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec3 u_PrimaryLightColor;
uniform vec3 u_PrimaryLightAmbient;
@@ -53,6 +48,9 @@ uniform vec4 u_CubeMapInfo;
varying vec4 var_TexCoords;
varying vec4 var_Color;
+#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
+varying vec4 var_ColorAmbient;
+#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
#if defined(USE_VERT_TANGENT_SPACE)
@@ -150,7 +148,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
}
#endif
-vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float roughness)
+vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
{
#if defined(USE_BURLEY)
// modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
@@ -171,7 +169,7 @@ vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular)
return vec3(v) + specular;
}
-vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float roughness)
+vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
{
// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
float rr = roughness*roughness;
@@ -220,7 +218,7 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
void main()
{
- vec3 viewDir, lightColor, ambientColor;
+ vec3 viewDir, lightColor, ambientColor, reflectance;
vec3 L, N, E, H;
float NL, NH, NE, EH, attenuation;
@@ -232,21 +230,20 @@ void main()
mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
viewDir = var_ViewDir;
#endif
-
E = normalize(viewDir);
-
- L = var_LightDir.xyz;
- #if defined(USE_DELUXEMAP)
- L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
- #endif
- float sqrLightDist = dot(L, L);
#endif
+ lightColor = var_Color.rgb;
+
#if defined(USE_LIGHTMAP)
vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
#if defined(RGBM_LIGHTMAP)
lightmapColor.rgb *= lightmapColor.a;
#endif
+ #if defined(USE_PBR) && !defined(USE_FAST_LIGHT)
+ lightmapColor.rgb *= lightmapColor.rgb;
+ #endif
+ lightColor *= lightmapColor.rgb;
#endif
vec2 texCoords = var_TexCoords.xy;
@@ -262,23 +259,17 @@ void main()
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- #if defined(USE_LIGHTMAP)
- lightColor = lightmapColor.rgb * var_Color.rgb;
- ambientColor = vec3(0.0);
- attenuation = 1.0;
- #elif defined(USE_LIGHT_VECTOR)
- lightColor = u_DirectedLight * var_Color.rgb;
- ambientColor = u_AmbientLight * var_Color.rgb;
- attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
- #elif defined(USE_LIGHT_VERTEX)
- lightColor = var_Color.rgb;
- ambientColor = vec3(0.0);
- attenuation = 1.0;
+ L = var_LightDir.xyz;
+ #if defined(USE_DELUXEMAP)
+ L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
#endif
+ float sqrLightDist = dot(L, L);
+ L /= sqrt(sqrLightDist);
- #if defined(USE_PBR)
- lightColor = pow(lightColor, vec3(2.2));
- ambientColor = pow(ambientColor, vec3(2.2));
+ #if defined(USE_LIGHT_VECTOR)
+ attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
+ #else
+ attenuation = 1.0;
#endif
#if defined(USE_NORMALMAP)
@@ -295,21 +286,20 @@ void main()
#endif
N = normalize(N);
- L /= sqrt(sqrLightDist);
#if defined(USE_SHADOWMAP)
vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
- shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
+ shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
#if defined(SHADOWMAP_MODULATE)
lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
#endif
#endif
- #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
+ #if !defined(USE_LIGHT_VECTOR)
ambientColor = lightColor;
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
@@ -320,9 +310,9 @@ void main()
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
+ #else
+ ambientColor = var_ColorAmbient.rgb;
#endif
-
- vec3 reflectance;
NL = clamp(dot(N, L), 0.0, 1.0);
NE = clamp(dot(N, E), 0.0, 1.0);
@@ -332,32 +322,30 @@ void main()
#else
vec4 specular = vec4(1.0);
#endif
-
specular *= u_SpecularScale;
#if defined(USE_PBR)
- diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
+ diffuse.rgb *= diffuse.rgb;
#endif
- float gloss = specular.a;
#if defined(USE_PBR)
+ // diffuse rgb is base color
+ // specular red is smoothness
+ // specular green is metallicness
float roughness = 1.0 - specular.r;
+ specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
+ diffuse.rgb *= 1.0 - specular.g;
#else
- float roughness = exp2(-3.0 * gloss);
- #endif
+ // diffuse rgb is diffuse
+ // specular rgb is specular reflectance at normal incidence
+ // specular alpha is gloss
+ float roughness = exp2(-3.0 * specular.a);
- #if defined(USE_PBR)
- // diffuse is actually base color, and green of specular is metallicness
- float metallic = specular.g;
-
- specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
- diffuse.rgb *= 1.0 - metallic;
- #else
// adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif
- reflectance = CalcDiffuse(diffuse.rgb, EH, NH, roughness);
+ reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
gl_FragColor.rgb += ambientColor * diffuse.rgb;
@@ -371,11 +359,7 @@ void main()
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
- #if defined(USE_PBR)
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * roughness).rgb * u_EnableTextures.w;
- #else
- vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
- #endif
// normalize cubemap based on lowest mip (~diffuse)
// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
@@ -383,7 +367,7 @@ void main()
//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
#if defined(USE_PBR)
- cubeLightColor = pow(cubeLightColor, vec3(2.2));
+ cubeLightColor *= cubeLightColor;
#endif
// multiply cubemap values by lighting
@@ -404,24 +388,19 @@ void main()
//L2 /= sqrt(sqrLightDist);
NL2 = clamp(dot(N, L2), 0.0, 1.0);
-
H2 = normalize(L2 + E);
EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0);
- reflectance = CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, roughness);
+ reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness);
// bit of a hack, with modulated shadowmaps, ignore diffuse
#if !defined(SHADOWMAP_MODULATE)
- reflectance += CalcDiffuse(diffuse.rgb, EH2, NH2, roughness);
+ reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness);
#endif
lightColor = u_PrimaryLightColor;
- #if defined(USE_PBR)
- lightColor = pow(lightColor, vec3(2.2));
- #endif
-
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;
#endif
@@ -433,15 +412,10 @@ void main()
#endif
#if defined(USE_PBR)
- gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));
+ gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
#endif
#else
- lightColor = var_Color.rgb;
-
- #if defined(USE_LIGHTMAP)
- lightColor *= lightmapColor.rgb;
- #endif
gl_FragColor.rgb = diffuse.rgb * lightColor;
diff --git a/MP/code/rend2/glsl/lightall_vp.glsl b/MP/code/rend2/glsl/lightall_vp.glsl
index 59051d7..783885e 100644
--- a/MP/code/rend2/glsl/lightall_vp.glsl
+++ b/MP/code/rend2/glsl/lightall_vp.glsl
@@ -57,10 +57,8 @@ uniform float u_VertexLerp;
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform float u_LightRadius;
- #if defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
- #endif
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
@@ -71,6 +69,9 @@ uniform float u_PrimaryLightRadius;
varying vec4 var_TexCoords;
varying vec4 var_Color;
+#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
+varying vec4 var_ColorAmbient;
+#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
@@ -208,12 +209,24 @@ void main()
var_Color = u_VertColor * attr_Color + u_BaseColor;
-#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
+#if defined(USE_LIGHT_VECTOR)
+ #if defined(USE_FAST_LIGHT)
float sqrLightDist = dot(L, L);
- float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
+ float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
+ #else
+ var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb;
+ var_Color.rgb *= u_DirectedLight;
+ #if defined(USE_PBR)
+ var_ColorAmbient.rgb *= var_ColorAmbient.rgb;
+ #endif
+ #endif
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR)
+ var_Color.rgb *= var_Color.rgb;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
diff --git a/MP/code/rend2/glsl/tonemap_fp.glsl b/MP/code/rend2/glsl/tonemap_fp.glsl
index 5d8841d..9e24e24 100644
--- a/MP/code/rend2/glsl/tonemap_fp.glsl
+++ b/MP/code/rend2/glsl/tonemap_fp.glsl
@@ -29,7 +29,7 @@ void main()
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
#if defined(USE_PBR)
- color.rgb = pow(color.rgb, vec3(2.2));
+ color.rgb *= color.rgb;
#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
@@ -47,8 +47,11 @@ void main()
color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
#if defined(USE_PBR)
- color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
+ color.rgb = sqrt(color.rgb);
#endif
+ // add a bit of dither to reduce banding
+ color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0);
+
gl_FragColor = color;
}
diff --git a/MP/code/rend2/tr_shade.c b/MP/code/rend2/tr_shade.c
index 9d7c0e1..d0b31ae 100644
--- a/MP/code/rend2/tr_shade.c
+++ b/MP/code/rend2/tr_shade.c
@@ -1569,7 +1569,19 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
- GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
+ if (r_pbr->integer)
+ {
+ vec3_t color;
+
+ color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0];
+ color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1];
+ color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2];
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color);
+ }
+ else
+ {
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
+ }
GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
}
diff --git a/SP/code/rend2/glsl/calclevels4x_fp.glsl b/SP/code/rend2/glsl/calclevels4x_fp.glsl
index 0d298b6..8246c4b 100644
--- a/SP/code/rend2/glsl/calclevels4x_fp.glsl
+++ b/SP/code/rend2/glsl/calclevels4x_fp.glsl
@@ -15,7 +15,7 @@ vec3 GetValues(vec2 offset, vec3 current)
#ifdef FIRST_PASS
#if defined(USE_PBR)
- minAvgMax = pow(minAvgMax, vec3(2.2));
+ minAvgMax *= minAvgMax;
#endif
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl b/SP/code/rend2/glsl/lightall_fp.glsl
index eb8ba90..6a0a515 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -29,11 +29,6 @@ uniform samplerCube u_CubeMap;
uniform vec4 u_EnableTextures;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
-uniform vec3 u_DirectedLight;
-uniform vec3 u_AmbientLight;
-#endif
-
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec3 u_PrimaryLightColor;
uniform vec3 u_PrimaryLightAmbient;
@@ -53,6 +48,9 @@ uniform vec4 u_CubeMapInfo;
varying vec4 var_TexCoords;
varying vec4 var_Color;
+#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
+varying vec4 var_ColorAmbient;
+#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
#if defined(USE_VERT_TANGENT_SPACE)
@@ -150,7 +148,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
}
#endif
-vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float roughness)
+vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
{
#if defined(USE_BURLEY)
// modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
@@ -171,7 +169,7 @@ vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular)
return vec3(v) + specular;
}
-vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float roughness)
+vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
{
// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
float rr = roughness*roughness;
@@ -220,7 +218,7 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
void main()
{
- vec3 viewDir, lightColor, ambientColor;
+ vec3 viewDir, lightColor, ambientColor, reflectance;
vec3 L, N, E, H;
float NL, NH, NE, EH, attenuation;
@@ -232,21 +230,20 @@ void main()
mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
viewDir = var_ViewDir;
#endif
-
E = normalize(viewDir);
-
- L = var_LightDir.xyz;
- #if defined(USE_DELUXEMAP)
- L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
- #endif
- float sqrLightDist = dot(L, L);
#endif
+ lightColor = var_Color.rgb;
+
#if defined(USE_LIGHTMAP)
vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
#if defined(RGBM_LIGHTMAP)
lightmapColor.rgb *= lightmapColor.a;
#endif
+ #if defined(USE_PBR) && !defined(USE_FAST_LIGHT)
+ lightmapColor.rgb *= lightmapColor.rgb;
+ #endif
+ lightColor *= lightmapColor.rgb;
#endif
vec2 texCoords = var_TexCoords.xy;
@@ -262,23 +259,17 @@ void main()
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- #if defined(USE_LIGHTMAP)
- lightColor = lightmapColor.rgb * var_Color.rgb;
- ambientColor = vec3(0.0);
- attenuation = 1.0;
- #elif defined(USE_LIGHT_VECTOR)
- lightColor = u_DirectedLight * var_Color.rgb;
- ambientColor = u_AmbientLight * var_Color.rgb;
- attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
- #elif defined(USE_LIGHT_VERTEX)
- lightColor = var_Color.rgb;
- ambientColor = vec3(0.0);
- attenuation = 1.0;
+ L = var_LightDir.xyz;
+ #if defined(USE_DELUXEMAP)
+ L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
#endif
+ float sqrLightDist = dot(L, L);
+ L /= sqrt(sqrLightDist);
- #if defined(USE_PBR)
- lightColor = pow(lightColor, vec3(2.2));
- ambientColor = pow(ambientColor, vec3(2.2));
+ #if defined(USE_LIGHT_VECTOR)
+ attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
+ #else
+ attenuation = 1.0;
#endif
#if defined(USE_NORMALMAP)
@@ -295,21 +286,20 @@ void main()
#endif
N = normalize(N);
- L /= sqrt(sqrLightDist);
#if defined(USE_SHADOWMAP)
vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
- shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
+ shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
#if defined(SHADOWMAP_MODULATE)
lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
#endif
#endif
- #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
+ #if !defined(USE_LIGHT_VECTOR)
ambientColor = lightColor;
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
@@ -320,9 +310,9 @@ void main()
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
+ #else
+ ambientColor = var_ColorAmbient.rgb;
#endif
-
- vec3 reflectance;
NL = clamp(dot(N, L), 0.0, 1.0);
NE = clamp(dot(N, E), 0.0, 1.0);
@@ -332,32 +322,30 @@ void main()
#else
vec4 specular = vec4(1.0);
#endif
-
specular *= u_SpecularScale;
#if defined(USE_PBR)
- diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
+ diffuse.rgb *= diffuse.rgb;
#endif
- float gloss = specular.a;
#if defined(USE_PBR)
+ // diffuse rgb is base color
+ // specular red is smoothness
+ // specular green is metallicness
float roughness = 1.0 - specular.r;
+ specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
+ diffuse.rgb *= 1.0 - specular.g;
#else
- float roughness = exp2(-3.0 * gloss);
- #endif
+ // diffuse rgb is diffuse
+ // specular rgb is specular reflectance at normal incidence
+ // specular alpha is gloss
+ float roughness = exp2(-3.0 * specular.a);
- #if defined(USE_PBR)
- // diffuse is actually base color, and green of specular is metallicness
- float metallic = specular.g;
-
- specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
- diffuse.rgb *= 1.0 - metallic;
- #else
// adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif
- reflectance = CalcDiffuse(diffuse.rgb, EH, NH, roughness);
+ reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
gl_FragColor.rgb += ambientColor * diffuse.rgb;
@@ -371,11 +359,7 @@ void main()
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
- #if defined(USE_PBR)
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * roughness).rgb * u_EnableTextures.w;
- #else
- vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
- #endif
// normalize cubemap based on lowest mip (~diffuse)
// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
@@ -383,7 +367,7 @@ void main()
//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
#if defined(USE_PBR)
- cubeLightColor = pow(cubeLightColor, vec3(2.2));
+ cubeLightColor *= cubeLightColor;
#endif
// multiply cubemap values by lighting
@@ -404,24 +388,19 @@ void main()
//L2 /= sqrt(sqrLightDist);
NL2 = clamp(dot(N, L2), 0.0, 1.0);
-
H2 = normalize(L2 + E);
EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0);
- reflectance = CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, roughness);
+ reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness);
// bit of a hack, with modulated shadowmaps, ignore diffuse
#if !defined(SHADOWMAP_MODULATE)
- reflectance += CalcDiffuse(diffuse.rgb, EH2, NH2, roughness);
+ reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness);
#endif
lightColor = u_PrimaryLightColor;
- #if defined(USE_PBR)
- lightColor = pow(lightColor, vec3(2.2));
- #endif
-
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;
#endif
@@ -433,15 +412,10 @@ void main()
#endif
#if defined(USE_PBR)
- gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));
+ gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
#endif
#else
- lightColor = var_Color.rgb;
-
- #if defined(USE_LIGHTMAP)
- lightColor *= lightmapColor.rgb;
- #endif
gl_FragColor.rgb = diffuse.rgb * lightColor;
diff --git a/SP/code/rend2/glsl/lightall_vp.glsl b/SP/code/rend2/glsl/lightall_vp.glsl
index 59051d7..783885e 100644
--- a/SP/code/rend2/glsl/lightall_vp.glsl
+++ b/SP/code/rend2/glsl/lightall_vp.glsl
@@ -57,10 +57,8 @@ uniform float u_VertexLerp;
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform float u_LightRadius;
- #if defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
- #endif
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
@@ -71,6 +69,9 @@ uniform float u_PrimaryLightRadius;
varying vec4 var_TexCoords;
varying vec4 var_Color;
+#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
+varying vec4 var_ColorAmbient;
+#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
@@ -208,12 +209,24 @@ void main()
var_Color = u_VertColor * attr_Color + u_BaseColor;
-#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
+#if defined(USE_LIGHT_VECTOR)
+ #if defined(USE_FAST_LIGHT)
float sqrLightDist = dot(L, L);
- float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
+ float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
+ #else
+ var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb;
+ var_Color.rgb *= u_DirectedLight;
+ #if defined(USE_PBR)
+ var_ColorAmbient.rgb *= var_ColorAmbient.rgb;
+ #endif
+ #endif
+#endif
+
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR)
+ var_Color.rgb *= var_Color.rgb;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
diff --git a/SP/code/rend2/glsl/tonemap_fp.glsl b/SP/code/rend2/glsl/tonemap_fp.glsl
index 5d8841d..9e24e24 100644
--- a/SP/code/rend2/glsl/tonemap_fp.glsl
+++ b/SP/code/rend2/glsl/tonemap_fp.glsl
@@ -29,7 +29,7 @@ void main()
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
#if defined(USE_PBR)
- color.rgb = pow(color.rgb, vec3(2.2));
+ color.rgb *= color.rgb;
#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
@@ -47,8 +47,11 @@ void main()
color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
#if defined(USE_PBR)
- color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
+ color.rgb = sqrt(color.rgb);
#endif
+ // add a bit of dither to reduce banding
+ color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0);
+
gl_FragColor = color;
}
diff --git a/SP/code/rend2/tr_shade.c b/SP/code/rend2/tr_shade.c
index c044e9d..218ff7a 100644
--- a/SP/code/rend2/tr_shade.c
+++ b/SP/code/rend2/tr_shade.c
@@ -1563,7 +1563,19 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
- GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
+ if (r_pbr->integer)
+ {
+ vec3_t color;
+
+ color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0];
+ color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1];
+ color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2];
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color);
+ }
+ else
+ {
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
+ }
GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
}
--
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