Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -41,6 +41,7 @@ out vec2 texCoord;
void main()
{
gl_Position = tMul(modelview, IN_pos);
gl_Position.w = gl_Position.z;
vec2 uv = IN_uv0;
uv += texOffset;

View file

@ -62,6 +62,7 @@ void main()
vec2 IN_uv0 = vTexCoord0.st;
gl_Position = modelview * IN_pos;
gl_Position.w = gl_Position.z;
// Offset the uv so we don't have a seam directly over our head.
vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );

View file

@ -20,6 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./torque.glsl"
#ifndef TORQUE_SHADERGEN
@ -207,14 +208,42 @@ void compute4Lights( vec3 wsView,
///
float AL_CalcSpecular( vec3 toLight, vec3 normal, vec3 toEye )
{
#ifdef PHONG_SPECULAR
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
#else
// (N.H)^c [Blinn-Phong, TGEA style, default]
float specVal = dot( normal, normalize( toLight + toEye ) );
#endif
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
// Return the specular factor.
return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
}
/// The output for Deferred Lighting
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
vec4 AL_DeferredOutput(
vec3 lightColor,
vec3 diffuseColor,
vec4 matInfo,
vec4 ambient,
float specular,
float shadowAttenuation)
{
vec3 specularColor = vec3(specular);
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
}
//specular = color * map * spec^gloss
float specularOut = (specularColor * matInfo.b * min(pow(max(specular,1.0f), max((matInfo.a / AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
lightColor *= vec3(shadowAttenuation);
lightColor += ambient.rgb;
return vec4(lightColor.rgb, specularOut);
}

View file

@ -73,5 +73,8 @@ void main()
discard;
OUT_col.a = 1;
OUT_col = clamp(OUT_col, 0.0, 1.0);
OUT_col = hdrEncode( OUT_col );
}

View file

@ -284,4 +284,37 @@ void fizzle(vec2 vpos, float visibility)
/// @note This macro will only work in the void main() method of a pixel shader.
#define assert(condition, color) { if(!any(condition)) { OUT_col = color; return; } }
// Deferred Shading: Material Info Flag Check
bool getFlag(float flags, float num)
{
float process = round(flags * 255);
float squareNum = pow(2.0, num);
return (mod(process, pow(2.0, squareNum)) >= squareNum);
}
// #define TORQUE_STOCK_GAMMA
#ifdef TORQUE_STOCK_GAMMA
// Sample in linear space. Decodes gamma.
vec4 toLinear(vec4 tex)
{
return tex;
}
// Encodes gamma.
vec4 toGamma(vec4 tex)
{
return tex;
}
#else
// Sample in linear space. Decodes gamma.
vec4 toLinear(vec4 tex)
{
return vec4(pow(abs(tex.rgb), vec3(2.2)), tex.a);
}
// Encodes gamma.
vec4 toGamma(vec4 tex)
{
return vec4(pow(abs(tex.rgb), vec3(1.0/2.2)), tex.a);
}
#endif //
#endif // _TORQUE_GLSL_