Merge pull request #53938 from clayjohn/GLES3-directional-lights
Only add emission on base pass in GLES3
This commit is contained in:
commit
75a05fc3a9
1 changed files with 12 additions and 3 deletions
|
@ -2304,15 +2304,21 @@ FRAGMENT_SHADER_CODE
|
|||
float max_emission = max(emission.r, max(emission.g, emission.b));
|
||||
float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b));
|
||||
float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b));
|
||||
float total_ambient = max_ambient + max_diffuse + max_emission;
|
||||
float total_ambient = max_ambient + max_diffuse;
|
||||
#ifdef USE_FORWARD_LIGHTING
|
||||
total_ambient += max_emission;
|
||||
#endif
|
||||
float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0;
|
||||
|
||||
#if defined(ENABLE_AO)
|
||||
ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel);
|
||||
#endif
|
||||
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale);
|
||||
diffuse_buffer = vec4(diffuse_light + ambient_light, ambient_scale);
|
||||
specular_buffer = vec4(specular_light, metallic);
|
||||
|
||||
#ifdef USE_FORWARD_LIGHTING
|
||||
diffuse_buffer.rgb += emission;
|
||||
#endif
|
||||
#endif //SHADELESS
|
||||
|
||||
normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness);
|
||||
|
@ -2326,7 +2332,10 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef SHADELESS
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
||||
frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
|
||||
#ifdef USE_FORWARD_LIGHTING
|
||||
frag_color.rgb += emission;
|
||||
#endif
|
||||
#endif //SHADELESS
|
||||
|
||||
#endif //USE_MULTIPLE_RENDER_TARGETS
|
||||
|
|
Loading…
Reference in a new issue