Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
This commit is contained in:
commit
65e6efaa3b
2 changed files with 98 additions and 113 deletions
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@ -251,12 +251,10 @@ void light_compute(
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//normalized blinn always unless disabled
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cVdotH = max(dot(V, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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float blinn = pow(cNdotH, shininess) * cNdotL;
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_brdf_NL = blinn;
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#endif
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SRGB_APPROX(specular_brdf_NL)
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@ -1270,9 +1268,9 @@ LIGHT_SHADER_CODE
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//normalized blinn
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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float blinn = pow(cNdotH, shininess) * cNdotL;
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_brdf_NL = blinn;
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#elif defined(SPECULAR_PHONG)
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@ -1547,157 +1545,157 @@ FRAGMENT_SHADER_CODE
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#endif // !USE_SHADOW_TO_OPACITY
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#ifdef BASE_PASS
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{
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// IBL precalculations
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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vec3 f0 = F0(metallic, specular, albedo);
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vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
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// IBL precalculations
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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vec3 f0 = F0(metallic, specular, albedo);
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vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
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#ifdef AMBIENT_LIGHT_DISABLED
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ambient_light = vec3(0.0, 0.0, 0.0);
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ambient_light = vec3(0.0, 0.0, 0.0);
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#else
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#ifdef USE_RADIANCE_MAP
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vec3 ref_vec = reflect(-eye_position, N);
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ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
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vec3 ref_vec = reflect(-eye_position, N);
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ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
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ref_vec.z *= -1.0;
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ref_vec.z *= -1.0;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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#ifndef USE_LIGHTMAP
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{
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
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env_ambient *= 1.0 - F;
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{
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
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env_ambient *= 1.0 - F;
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ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
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}
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ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
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}
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#endif
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#else
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ambient_light = ambient_color.rgb;
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specular_light = bg_color.rgb * bg_energy;
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ambient_light = ambient_color.rgb;
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specular_light = bg_color.rgb * bg_energy;
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#endif
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#endif // AMBIENT_LIGHT_DISABLED
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ambient_light *= ambient_energy;
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ambient_light *= ambient_energy;
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#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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vec4 ambient_accum = vec4(0.0);
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vec4 reflection_accum = vec4(0.0);
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vec4 ambient_accum = vec4(0.0);
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vec4 reflection_accum = vec4(0.0);
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#ifdef USE_REFLECTION_PROBE1
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reflection_process(reflection_probe1,
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reflection_process(reflection_probe1,
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#ifdef USE_VERTEX_LIGHTING
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refprobe1_reflection_normal_blend.rgb,
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refprobe1_reflection_normal_blend.rgb,
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#ifndef USE_LIGHTMAP
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refprobe1_ambient_normal,
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refprobe1_ambient_normal,
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#endif
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refprobe1_reflection_normal_blend.a,
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refprobe1_reflection_normal_blend.a,
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#else
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normal_interp, vertex_interp, refprobe1_local_matrix,
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refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
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normal_interp, vertex_interp, refprobe1_local_matrix,
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refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
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#endif
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refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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#endif // USE_REFLECTION_PROBE1
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#ifdef USE_REFLECTION_PROBE2
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reflection_process(reflection_probe2,
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reflection_process(reflection_probe2,
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#ifdef USE_VERTEX_LIGHTING
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refprobe2_reflection_normal_blend.rgb,
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refprobe2_reflection_normal_blend.rgb,
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#ifndef USE_LIGHTMAP
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refprobe2_ambient_normal,
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refprobe2_ambient_normal,
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#endif
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refprobe2_reflection_normal_blend.a,
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refprobe2_reflection_normal_blend.a,
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#else
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normal_interp, vertex_interp, refprobe2_local_matrix,
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refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
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normal_interp, vertex_interp, refprobe2_local_matrix,
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refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
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#endif
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refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
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ambient_light, specular_light, reflection_accum, ambient_accum);
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#endif // USE_REFLECTION_PROBE2
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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}
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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}
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#ifndef USE_LIGHTMAP
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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// environment BRDF approximation
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{
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// environment BRDF approximation
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{
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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//simplify for toon, as
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * F + env.y;
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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//TODO: this curve is not really designed for gammaspace, should be adjusted
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * F + env.y;
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#endif
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}
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}
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#ifdef USE_LIGHTMAP
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//ambient light will come entirely from lightmap is lightmap is used
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ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
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//ambient light will come entirely from lightmap is lightmap is used
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ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
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#endif
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#ifdef USE_LIGHTMAP_CAPTURE
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{
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vec3 cone_dirs[12] = vec3[](
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vec3(0.0, 0.0, 1.0),
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vec3(0.866025, 0.0, 0.5),
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vec3(0.267617, 0.823639, 0.5),
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vec3(-0.700629, 0.509037, 0.5),
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vec3(-0.700629, -0.509037, 0.5),
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vec3(0.267617, -0.823639, 0.5),
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vec3(0.0, 0.0, -1.0),
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vec3(0.866025, 0.0, -0.5),
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vec3(0.267617, 0.823639, -0.5),
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vec3(-0.700629, 0.509037, -0.5),
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vec3(-0.700629, -0.509037, -0.5),
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vec3(0.267617, -0.823639, -0.5));
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{
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vec3 cone_dirs[12] = vec3[](
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vec3(0.0, 0.0, 1.0),
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vec3(0.866025, 0.0, 0.5),
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vec3(0.267617, 0.823639, 0.5),
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vec3(-0.700629, 0.509037, 0.5),
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vec3(-0.700629, -0.509037, 0.5),
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vec3(0.267617, -0.823639, 0.5),
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vec3(0.0, 0.0, -1.0),
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vec3(0.866025, 0.0, -0.5),
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vec3(0.267617, 0.823639, -0.5),
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vec3(-0.700629, 0.509037, -0.5),
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vec3(-0.700629, -0.509037, -0.5),
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vec3(0.267617, -0.823639, -0.5));
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vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
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vec4 captured = vec4(0.0);
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float sum = 0.0;
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for (int i = 0; i < 12; i++) {
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float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
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captured += lightmap_captures[i] * amount;
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sum += amount;
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}
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captured /= sum;
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if (lightmap_capture_sky) {
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ambient_light = mix(ambient_light, captured.rgb, captured.a);
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} else {
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ambient_light = captured.rgb;
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}
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vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
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vec4 captured = vec4(0.0);
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float sum = 0.0;
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for (int i = 0; i < 12; i++) {
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float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
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captured += lightmap_captures[i] * amount;
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sum += amount;
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}
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captured /= sum;
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if (lightmap_capture_sky) {
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ambient_light = mix(ambient_light, captured.rgb, captured.a);
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} else {
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ambient_light = captured.rgb;
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}
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#endif
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}
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#endif
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#endif //BASE PASS
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//
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@ -2052,17 +2050,6 @@ FRAGMENT_SHADER_CODE
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specular_light += specular_interp * specular_blob_intensity * light_att;
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diffuse_light += diffuse_interp * albedo * light_att;
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// Same as above, needed for VERTEX_LIGHTING or else lights are too bright
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#else
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//fragment lighting
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light_compute(
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@ -213,12 +213,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
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//normalized blinn always unless disabled
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vec3 H = normalize(V + L);
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float cNdotH = max(dot(N, H), 0.0);
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float cVdotH = max(dot(V, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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float blinn = pow(cNdotH, shininess) * cNdotL;
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_brdf_NL = blinn;
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#endif
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specular += specular_brdf_NL * light_color * (1.0 / M_PI);
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@ -1094,9 +1092,9 @@ LIGHT_SHADER_CODE
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//normalized blinn
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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float blinn = pow(cNdotH, shininess) * cNdotL;
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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float intensity = blinn;
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specular_light += light_color * intensity * specular_blob_intensity * attenuation;
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