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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-25 23:29:24 +00:00
pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
also converted spotlight.
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cab68a6f23
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2 changed files with 53 additions and 124 deletions
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@ -180,8 +180,8 @@ void main()
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#else
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vec2 shadowCoord = decodeShadowCoord( tMul( worldToLightProj, -surfaceToLight.L ) ).xy;
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vec2 dynShadowCoord = decodeShadowCoord( tMul( dynamicWorldToLightProj, -surfaceToLight.L ) ).xy;
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float static_shadowed = softShadow_filter(shadowMap, ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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float shadowed = min(static_shadowed, dynamic_shadowed);
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#endif
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@ -22,7 +22,6 @@
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#include "../../../gl/hlslCompat.glsl"
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#include "farFrustumQuad.glsl"
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#include "lightingUtils.glsl"
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#include "../../shadowMap/shadowMapIO_GLSL.h"
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#include "shadergen:/autogenConditioners.h"
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#include "softShadow.glsl"
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@ -34,11 +33,6 @@ in vec4 ssPos;
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in vec4 vsEyeDir;
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in vec4 color;
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#define IN_wsEyeDir wsEyeDir
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#define IN_ssPos ssPos
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#define IN_vsEyeDir vsEyeDir
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#define IN_color color
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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@ -49,164 +43,99 @@ uniform sampler2D cookieMap;
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uniform sampler2D deferredBuffer;
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uniform sampler2D shadowMap;
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uniform sampler2D dynamicShadowMap;
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uniform sampler2D lightBuffer;
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uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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uniform vec4 rtParams0;
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uniform float lightBrightness;
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uniform vec3 lightPosition;
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uniform vec4 lightColor;
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uniform float lightBrightness;
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uniform float lightRange;
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uniform vec2 lightAttenuation;
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uniform float lightInvSqrRange;
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uniform vec3 lightDirection;
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uniform vec4 lightSpotParams;
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uniform vec2 lightSpotParams;
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uniform vec4 lightMapParams;
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uniform vec4 vsFarPlane;
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uniform mat4 viewToLightProj;
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uniform mat4 dynamicViewToLightProj;
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uniform mat4 worldToLightProj;
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uniform mat4 dynamicWorldToLightProj;
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uniform vec4 lightParams;
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uniform float shadowSoftness;
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uniform vec3 eyePosWorld;
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uniform mat4 cameraToWorld;
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uniform mat4 worldToCamera;
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out vec4 OUT_col;
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out vec4 OUT_col1;
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void main()
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{
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// Compute scene UV
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vec3 ssPos = IN_ssPos.xyz / IN_ssPos.w;
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vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
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vec2 uvScene = getUVFromSSPos(ssPos.xyz/ssPos.w, rtParams0);
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//unpack normal and linear depth
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vec4 normDepth = deferredUncondition(deferredBuffer, uvScene);
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//eye ray WS/VS
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vec3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
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vec3 wsEyeRay = tMul(cameraToWorld, vec4(vsEyeRay, 0)).xyz;
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//create surface
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Surface surface = createSurface( normDepth, colorBuffer,matInfoBuffer,
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uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
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// Matinfo flags
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vec4 matInfo = texture( matInfoBuffer, uvScene );
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//early out if emissive
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bool emissive = getFlag( matInfo.r, 0 );
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if ( emissive )
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if (getFlag(surface.matFlag, 0))
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{
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OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
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OUT_col1 = vec4(0.0, 0.0, 0.0, 0.0);
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OUT_col = vec4(0.0);
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return;
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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vec3 L = lightPosition - surface.P;
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float dist = length(L);
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vec3 lighting = vec3(0.0);
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if(dist < lightRange)
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
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vec3 normal = deferredSample.rgb;
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float depth = deferredSample.a;
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// Eye ray - Eye -> Pixel
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vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane );
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vec3 viewSpacePos = eyeRay * depth;
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// Build light vec, get length, clip pixel if needed
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vec3 lightToPxlVec = viewSpacePos - lightPosition;
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float lenLightV = length( lightToPxlVec );
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lightToPxlVec /= lenLightV;
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//lightDirection = vec3( -lightDirection.xy, lightDirection.z ); //vec3( 0, 0, -1 );
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float cosAlpha = dot( lightDirection, lightToPxlVec );
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clip( cosAlpha - lightSpotParams.x );
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clip( lightRange - lenLightV );
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float atten = attenuate( lightColor, lightAttenuation, lenLightV );
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atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
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clip( atten - 1e-6 );
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atten = saturate( atten );
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float nDotL = dot( normal, -lightToPxlVec );
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SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
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#ifdef NO_SHADOW
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float shadowed = 1.0;
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#else
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// Get the shadow texture coordinate
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vec4 pxlPosLightProj = tMul( viewToLightProj, vec4( viewSpacePos, 1 ) );
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vec4 pxlPosLightProj = tMul( worldToLightProj, vec4( surface.P, 1 ) );
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vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
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shadowCoord.y = 1.0f - shadowCoord.y;
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// Get the dynamic shadow texture coordinate
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vec4 dynpxlPosLightProj = tMul( dynamicViewToLightProj, vec4( viewSpacePos, 1 ) );
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vec2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
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dynshadowCoord.y = 1.0f - dynshadowCoord.y;
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#ifdef NO_SHADOW
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float shadowed = 1.0;
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#else
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vec4 dynPxlPosLightProj = tMul( dynamicWorldToLightProj, vec4( surface.P, 1 ) );
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vec2 dynShadowCoord = ( ( dynPxlPosLightProj.xy / dynPxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
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dynShadowCoord.y = 1.0f - dynShadowCoord.y;
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// Get a linear depth from the light source.
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//distance to light in shadow map space
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float distToLight = pxlPosLightProj.z / lightRange;
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float static_shadowed = softShadow_filter( shadowMap,
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ssPos.xy,
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shadowCoord,
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shadowSoftness,
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distToLight,
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nDotL,
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lightParams.y );
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float dynamic_shadowed = softShadow_filter( dynamicShadowMap,
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ssPos.xy,
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dynshadowCoord,
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shadowSoftness,
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distToLight,
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nDotL,
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lightParams.y );
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float dynDistToLight = dynPxlPosLightProj.z / lightRange;
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float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, dynDistToLight, surfaceToLight.NdotL, lightParams.y);
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float shadowed = min(static_shadowed, dynamic_shadowed);
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#endif // !NO_SHADOW
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#endif
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vec3 lightcol = lightColor.rgb;
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vec3 lightCol = lightColor.rgb;
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#ifdef USE_COOKIE_TEX
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// Lookup the cookie sample.
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vec4 cookie = texture( cookieMap, shadowCoord );
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vec4 cookie = texture(cookieMap, tMul(worldToLightProj, -surfaceToLight.L));
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// Multiply the light with the cookie tex.
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lightcol *= cookie.rgb;
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lightCol *= cookie.rgb;
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// Use a maximum channel luminance to attenuate
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// the lighting else we get specular in the dark
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// regions of the cookie texture.
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atten *= max( cookie.r, max( cookie.g, cookie.b ) );
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lightCol *= max(cookie.r, max(cookie.g, cookie.b));
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#endif
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// NOTE: Do not clip on fully shadowed pixels as it would
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// cause the hardware occlusion query to disable the shadow.
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//get Punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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//get spot angle attenuation
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lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
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}
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vec3 l = normalize(-lightDirection);
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vec3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
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vec3 h = normalize(v + l);
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float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
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float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
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float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
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float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
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float dotLHa = clamp(dot(l, h), 0.0, 1.0);
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float roughness = 1.0001-matInfo.b;
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float metalness = matInfo.a;
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//diffuse
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float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
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vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;
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//specular
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vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
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if (nDotL<0) shadowed = 0;
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float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
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//output
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OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
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OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
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OUT_col = vec4(lighting, 0);
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}
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