diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index ee028cb1ff3..b1553c7cd5a 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -176,7 +176,7 @@ void main() { #ifdef USE_SOURCE_PANORAMA vec3 val = texturePanorama(source_panorama, L).rgb; #else - vec3 val = textureCubeLod(source_cube, L,0.0).rgb; + vec3 val = textureCubeLod(source_cube, L, 0.0).rgb; #endif //mix using Linear, to approximate high end back-end val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045)))); diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e45442386de..cc3bae060ff 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -285,7 +285,6 @@ varying mediump vec3 refprobe2_ambient_normal; #endif //vertex lighting for refprobes - void main() { highp vec4 vertex = vertex_attrib; @@ -501,10 +500,10 @@ VERTEX_SHADER_CODE light_att = vec3(spot_attenuation); } else { - light_att=vec3(0.0); + light_att = vec3(0.0); } } else { - light_att=vec3(0.0); + light_att = vec3(0.0); } L = normalize(light_rel_vec); @@ -546,7 +545,7 @@ VERTEX_SHADER_CODE #ifdef USE_REFLECTION_PROBE1 { vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; + vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; vec3 inner_pos = abs(local_pos / refprobe1_box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); @@ -554,7 +553,6 @@ VERTEX_SHADER_CODE vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz; refprobe1_reflection_normal_blend.xyz = local_ref_vec; refprobe1_reflection_normal_blend.a = blend; - } #ifndef USE_LIGHTMAP @@ -564,7 +562,6 @@ VERTEX_SHADER_CODE #endif //USE_REFLECTION_PROBE1 - #ifdef USE_REFLECTION_PROBE2 { vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); @@ -576,7 +573,6 @@ VERTEX_SHADER_CODE vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz; refprobe2_reflection_normal_blend.xyz = local_ref_vec; refprobe2_reflection_normal_blend.a = blend; - } #ifndef USE_LIGHTMAP @@ -697,18 +693,18 @@ uniform vec4 refprobe2_ambient; void reflection_process(samplerCube reflection_map, #ifdef USE_VERTEX_LIGHTING - vec3 ref_normal, + vec3 ref_normal, #ifndef USE_LIGHTMAP - vec3 amb_normal, + vec3 amb_normal, #endif - float ref_blend, + float ref_blend, #else //no vertex lighting - vec3 normal, vec3 vertex, - mat4 local_matrix, - bool use_box_project, vec3 box_extents, vec3 box_offset, + vec3 normal, vec3 vertex, + mat4 local_matrix, + bool use_box_project, vec3 box_extents, vec3 box_offset, #endif //vertex lighting - bool exterior,float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { + bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { vec4 reflection; @@ -763,7 +759,6 @@ void reflection_process(samplerCube reflection_map, reflection_accum += reflection; - #ifndef USE_LIGHTMAP vec4 ambient_out; @@ -800,7 +795,6 @@ uniform bool lightmap_capture_sky; #ifdef USE_RADIANCE_MAP - uniform samplerCube radiance_map; // texunit:-2 uniform mat4 radiance_inverse_xform; @@ -909,8 +903,6 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, metallic); // TODO: reference? } - - /* clang-format off */ FRAGMENT_SHADER_GLOBALS @@ -1375,11 +1367,8 @@ FRAGMENT_SHADER_CODE ambient_light *= ambient_energy; - #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - - vec4 ambient_accum = vec4(0.0); vec4 reflection_accum = vec4(0.0); @@ -1387,19 +1376,17 @@ FRAGMENT_SHADER_CODE reflection_process(reflection_probe1, #ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe1_ambient_normal, -#endif - refprobe1_reflection_normal_blend.a, -#else - normal_interp,vertex_interp,refprobe1_local_matrix, - refprobe1_use_box_project,refprobe1_box_extents,refprobe1_box_offset, + refprobe1_reflection_normal_blend.rgb, +#ifndef USE_LIGHTMAP + refprobe1_ambient_normal, #endif - refprobe1_exterior,refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); - - + refprobe1_reflection_normal_blend.a, +#else + normal_interp, vertex_interp, refprobe1_local_matrix, + refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, +#endif + refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE1 @@ -1407,17 +1394,17 @@ FRAGMENT_SHADER_CODE reflection_process(reflection_probe2, #ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, + refprobe2_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe2_ambient_normal, + refprobe2_ambient_normal, #endif - refprobe2_reflection_normal_blend.a, + refprobe2_reflection_normal_blend.a, #else - normal_interp,vertex_interp,refprobe2_local_matrix, - refprobe2_use_box_project,refprobe2_box_extents,refprobe2_box_offset, + normal_interp, vertex_interp, refprobe2_local_matrix, + refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, #endif - refprobe2_exterior,refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE2 @@ -1473,7 +1460,6 @@ FRAGMENT_SHADER_CODE } #endif - #endif //BASE PASS // @@ -1757,7 +1743,6 @@ FRAGMENT_SHADER_CODE // environment BRDF approximation - { #if defined(DIFFUSE_TOON) @@ -1773,7 +1758,7 @@ FRAGMENT_SHADER_CODE vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); - specular_light *= AB.x * specular_color + AB.y; + specular_light *= AB.x * specular_color + AB.y; #endif }