OpenGL2: Minor GLSL shader improvements.

This commit is contained in:
SmileTheory 2014-03-03 17:32:07 -08:00
parent 89fab090d7
commit ea2810c085
2 changed files with 23 additions and 4 deletions

View file

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