OpenGL2: Minor GLSL shader improvements.
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2 changed files with 23 additions and 4 deletions
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@ -167,7 +167,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
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#elif 0
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// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
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return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
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return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
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#else
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// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
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return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
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@ -379,7 +379,7 @@ void main()
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N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
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#endif
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N.xy *= u_EnableTextures.x;
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N.z = sqrt((0.25 - N.x * N.x) - N.y * N.y);
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N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
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N = tangentToWorld * N;
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#else
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N = var_Normal.xyz;
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@ -473,7 +473,21 @@ void main()
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#endif
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gl_FragColor.rgb = lightColor * reflectance * NL;
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#if 0
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vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
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// do ambient as two hemisphere lights, one straight up one straight down
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float hemiDiffuseUp = N.z * 0.5 + 0.5;
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float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
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float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
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float hemiSpecularDown = 1.0 - hemiSpecularUp;
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gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
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gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
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#else
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gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
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#endif
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#if defined(USE_CUBEMAP)
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reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
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