Clean up shader lighting

pull/593/head
Alexei Dobrohotov 4 years ago
parent 3e87c35005
commit 09759c6620

@ -22,6 +22,7 @@ set(SHADER_FILES
shadows_fragment.glsl
shadowcasting_vertex.glsl
shadowcasting_fragment.glsl
vertexcolors.glsl
)
copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_SHADERS_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")

@ -1,85 +1,38 @@
#define MAX_LIGHTS 8
uniform int colorMode;
const int ColorMode_None = 0;
const int ColorMode_Emission = 1;
const int ColorMode_AmbientAndDiffuse = 2;
const int ColorMode_Ambient = 3;
const int ColorMode_Diffuse = 4;
const int ColorMode_Specular = 5;
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
{
vec3 lightDir;
float lightDistance;
lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
lightDistance = length(lightDir);
vec3 lightDir = gl_LightSource[lightIndex].position.xyz - viewPos * gl_LightSource[lightIndex].position.w;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination;
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
ambientOut = gl_LightSource[lightIndex].ambient.xyz * illumination;
diffuseOut = gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal, lightDir), 0.0) * illumination;
}
#if PER_PIXEL_LIGHTING
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
#else
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
#endif
{
vec4 diffuse;
vec3 ambient;
if (colorMode == ColorMode_AmbientAndDiffuse)
{
diffuse = vertexColor;
ambient = vertexColor.xyz;
}
else if (colorMode == ColorMode_Diffuse)
{
diffuse = vertexColor;
ambient = gl_FrontMaterial.ambient.xyz;
}
else if (colorMode == ColorMode_Ambient)
{
diffuse = gl_FrontMaterial.diffuse;
ambient = vertexColor.xyz;
}
else
{
diffuse = gl_FrontMaterial.diffuse;
ambient = gl_FrontMaterial.ambient.xyz;
}
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
vec3 diffuseLight, ambientLight;
perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
vec3 ambientOut, diffuseOut;
// This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
perLight(ambientOut, diffuseOut, 0, viewPos, viewNormal);
#if PER_PIXEL_LIGHTING
lightResult.xyz += diffuseLight * shadowing - diffuseLight; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
diffuseLight = diffuseOut * shadowing - diffuseOut;
#else
shadowDiffuse = diffuseLight;
lightResult.xyz -= shadowDiffuse; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
shadowDiffuse = diffuseOut;
diffuseLight = -diffuseOut;
#endif
ambientLight = gl_LightModel.ambient.xyz;
for (int i=0; i<MAX_LIGHTS; ++i)
{
perLight(ambientLight, diffuseLight, i, viewPos, viewNormal, diffuse, ambient);
lightResult.xyz += ambientLight + diffuseLight;
perLight(ambientOut, diffuseOut, i, viewPos, viewNormal);
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
if (colorMode == ColorMode_Emission)
lightResult.xyz += vertexColor.xyz;
else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#if @clamp
lightResult = clamp(lightResult, vec4(0.0), vec4(1.0));
#else
lightResult = max(lightResult, 0.0);
#endif
return lightResult;
}
@ -88,7 +41,7 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS
vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
float NdotL = dot(viewNormal, lightDir);
if (NdotL <= 0.0)
return vec3(0.,0.,0.);
return vec3(0.0);
vec3 halfVec = normalize(lightDir - viewDirection);
float NdotH = dot(viewNormal, halfVec);
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;

@ -57,13 +57,13 @@ varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec4 lighting;
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
centroid varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "parallax.glsl"
@ -150,20 +150,27 @@ void main()
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
#if @clamp
gl_FragData[0] *= clamp(lighting + vec4(shadowDiffuseLighting * shadowing, 0), vec4(0.0), vec4(1.0));
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
#endif
#if @clamp
lighting = clamp(lighting, vec3(0.0), vec3(1.0));
#else
gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
lighting = max(lighting, 0.0);
#endif
gl_FragData[0].xyz *= lighting;
#if @envMap && !@preLightEnv
gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
#endif
@ -178,11 +185,7 @@ void main()
vec3 matSpec = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec;
if (colorMode == ColorMode_Specular)
matSpec = passColor.xyz;
else
matSpec = gl_FrontMaterial.specular.xyz;
vec3 matSpec = getSpecularColor().xyz;
#endif
if (matSpec != vec3(0.0))

@ -43,13 +43,13 @@ varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec4 lighting;
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
centroid varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_vertex.glsl"
#include "lighting.glsl"
@ -107,13 +107,17 @@ void main(void)
specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
#endif
#if !PER_PIXEL_LIGHTING
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
#endif
passColor = gl_Color;
passViewPos = viewPos.xyz;
passNormal = gl_Normal.xyz;
#if !PER_PIXEL_LIGHTING
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
shadowDiffuseLighting *= getDiffuseColor().xyz;
#endif
#if (@shadows_enabled)
setupShadowCoords(viewPos, viewNormal);
#endif

@ -18,13 +18,13 @@ varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec4 lighting;
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
centroid varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "parallax.glsl"
@ -68,30 +68,33 @@ void main()
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
#if @clamp
gl_FragData[0] *= clamp(lighting + vec4(shadowDiffuseLighting * shadowing, 0), vec4(0.0), vec4(1.0));
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
#endif
#if @clamp
lighting = clamp(lighting, vec3(0.0), vec3(1.0));
#else
gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
lighting = max(lighting, 0.0);
#endif
gl_FragData[0].xyz *= lighting;
#if @specularMap
float shininess = 128.0; // TODO: make configurable
vec3 matSpec = vec3(diffuseTex.a);
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec;
if (colorMode == ColorMode_Specular)
matSpec = passColor.xyz;
else
matSpec = gl_FrontMaterial.specular.xyz;
vec3 matSpec = getSpecularColor().xyz;
#endif
if (matSpec != vec3(0.0))

@ -7,13 +7,13 @@ varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec4 lighting;
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
centroid varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_vertex.glsl"
#include "lighting.glsl"
@ -31,13 +31,17 @@ void main(void)
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
#endif
#if !PER_PIXEL_LIGHTING
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
#endif
passColor = gl_Color;
passNormal = gl_Normal.xyz;
passViewPos = viewPos.xyz;
#if !PER_PIXEL_LIGHTING
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
shadowDiffuseLighting *= getDiffuseColor().xyz;
#endif
uv = gl_MultiTexCoord0.xy;
#if (@shadows_enabled)

@ -0,0 +1,38 @@
centroid varying vec4 passColor;
uniform int colorMode;
const int ColorMode_None = 0;
const int ColorMode_Emission = 1;
const int ColorMode_AmbientAndDiffuse = 2;
const int ColorMode_Ambient = 3;
const int ColorMode_Diffuse = 4;
const int ColorMode_Specular = 5;
vec4 getEmissionColor()
{
if (colorMode == ColorMode_Emission)
return passColor;
return gl_FrontMaterial.emission;
}
vec4 getAmbientColor()
{
if (colorMode == ColorMode_AmbientAndDiffuse || colorMode == ColorMode_Ambient)
return passColor;
return gl_FrontMaterial.ambient;
}
vec4 getDiffuseColor()
{
if (colorMode == ColorMode_AmbientAndDiffuse || colorMode == ColorMode_Diffuse)
return passColor;
return gl_FrontMaterial.diffuse;
}
vec4 getSpecularColor()
{
if (colorMode == ColorMode_Specular)
return passColor;
return gl_FrontMaterial.specular;
}
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