Merge pull request #69901 from akien-mga/gles3-fix-scene-shader-omni-spot

OpenGL: Fix scene shader error when using Omni or Spot but not both
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Rémi Verschelde 2022-12-12 08:27:41 +01:00
commit 97df6de4a7
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@ -503,8 +503,7 @@ multiview_data;
/* clang-format on */
//directional light data
// Directional light data.
#ifndef DISABLE_LIGHT_DIRECTIONAL
struct DirectionalLightData {
@ -520,11 +519,12 @@ layout(std140) uniform DirectionalLights { // ubo:7
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
};
#endif
#endif // !DISABLE_LIGHT_DIRECTIONAL
// omni and spot
#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
struct LightData { //this structure needs to be as packed as possible
// Omni and spot light data.
#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
struct LightData { // This structure needs to be as packed as possible.
highp vec3 position;
highp float inv_radius;
@ -539,9 +539,9 @@ struct LightData { //this structure needs to be as packed as possible
mediump float specular_amount;
mediump float shadow_opacity;
};
#ifndef DISABLE_LIGHT_OMNI
layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
@ -549,9 +549,7 @@ uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
@ -562,7 +560,7 @@ uniform uint spot_light_count;
uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#endif
#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
@ -585,6 +583,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
}
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
float D_GGX(float cos_theta_m, float alpha) {
float a = cos_theta_m * alpha;
float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a);
@ -641,7 +640,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
/* clang-format off */
#CODE : LIGHT
/* clang-format on */
@ -672,11 +670,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)
{
float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
@ -684,7 +679,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
}
#else
// lambert
// Lambert
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
@ -720,7 +715,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// shlick+ggx as default
float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
@ -728,7 +722,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else // LIGHT_ANISOTROPY_USED
#else
float D = D_GGX(cNdotH, alpha_ggx);
float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif // LIGHT_ANISOTROPY_USED
@ -768,10 +762,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
#endif //defined(LIGHT_CODE_USED)
#endif // LIGHT_CODE_USED
}
float get_omni_attenuation(float distance, float inv_range, float decay) {
float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
@ -779,6 +773,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
#ifndef DISABLE_LIGHT_OMNI
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
@ -796,7 +791,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights[idx].position - vertex;
float light_length = length(light_rel_vec);
float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation);
vec3 color = omni_lights[idx].color;
float size_A = 0.0;
@ -842,7 +837,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
vec3 light_rel_vec = spot_lights[idx].position - vertex;
float light_length = length(light_rel_vec);
float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation);
vec3 spot_dir = spot_lights[idx].direction;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
@ -872,7 +867,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
diffuse_light, specular_light);
}
#endif // !DISABLE_LIGHT_SPOT
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT)
#ifndef MODE_RENDER_DEPTH
vec4 fog_process(vec3 vertex) {
@ -1070,15 +1066,11 @@ void main() {
fog = fog_process(vertex);
}
#endif // !DISABLE_FOG
#endif //!CUSTOM_FOG_USED
#endif // !CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
uint fog_ba = packHalf2x16(fog.ba);
#endif //!MODE_RENDER_DEPTH
#ifndef MODE_RENDER_DEPTH
// Convert colors to linear
albedo = srgb_to_linear(albedo);
emission = srgb_to_linear(emission);
@ -1199,7 +1191,7 @@ void main() {
diffuse_light,
specular_light);
}
#endif //!DISABLE_LIGHT_DIRECTIONAL
#endif // !DISABLE_LIGHT_DIRECTIONAL
#ifndef DISABLE_LIGHT_OMNI
for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
@ -1246,9 +1238,10 @@ void main() {
#endif
diffuse_light, specular_light);
}
#endif // !DISABLE_LIGHT_SPOT
#endif // !MODE_UNSHADED
#endif // !MODE_RENDER_DEPTH
#if defined(USE_SHADOW_TO_OPACITY)