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.
This commit is contained in:
Azaezel 2018-12-09 15:59:48 -06:00
parent cab68a6f23
commit 8208269380
2 changed files with 53 additions and 124 deletions

View file

@ -180,8 +180,8 @@ void main()
#else
vec2 shadowCoord = decodeShadowCoord( tMul( worldToLightProj, -surfaceToLight.L ) ).xy;
vec2 dynShadowCoord = decodeShadowCoord( tMul( dynamicWorldToLightProj, -surfaceToLight.L ) ).xy;
float static_shadowed = softShadow_filter(shadowMap, ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
#endif

View file

@ -22,7 +22,6 @@
#include "../../../gl/hlslCompat.glsl"
#include "farFrustumQuad.glsl"
#include "lightingUtils.glsl"
#include "../../shadowMap/shadowMapIO_GLSL.h"
#include "shadergen:/autogenConditioners.h"
#include "softShadow.glsl"
@ -34,11 +33,6 @@ in vec4 ssPos;
in vec4 vsEyeDir;
in vec4 color;
#define IN_wsEyeDir wsEyeDir
#define IN_ssPos ssPos
#define IN_vsEyeDir vsEyeDir
#define IN_color color
#ifdef USE_COOKIE_TEX
/// The texture for cookie rendering.
@ -49,164 +43,99 @@ uniform sampler2D cookieMap;
uniform sampler2D deferredBuffer;
uniform sampler2D shadowMap;
uniform sampler2D dynamicShadowMap;
uniform sampler2D lightBuffer;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform vec4 rtParams0;
uniform float lightBrightness;
uniform vec3 lightPosition;
uniform vec4 lightColor;
uniform float lightBrightness;
uniform float lightRange;
uniform vec2 lightAttenuation;
uniform float lightInvSqrRange;
uniform vec3 lightDirection;
uniform vec4 lightSpotParams;
uniform vec2 lightSpotParams;
uniform vec4 lightMapParams;
uniform vec4 vsFarPlane;
uniform mat4 viewToLightProj;
uniform mat4 dynamicViewToLightProj;
uniform mat4 worldToLightProj;
uniform mat4 dynamicWorldToLightProj;
uniform vec4 lightParams;
uniform float shadowSoftness;
uniform vec3 eyePosWorld;
uniform mat4 cameraToWorld;
uniform mat4 worldToCamera;
out vec4 OUT_col;
out vec4 OUT_col1;
void main()
{
// Compute scene UV
vec3 ssPos = IN_ssPos.xyz / IN_ssPos.w;
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
vec2 uvScene = getUVFromSSPos(ssPos.xyz/ssPos.w, rtParams0);
//unpack normal and linear depth
vec4 normDepth = deferredUncondition(deferredBuffer, uvScene);
//eye ray WS/VS
vec3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
vec3 wsEyeRay = tMul(cameraToWorld, vec4(vsEyeRay, 0)).xyz;
//create surface
Surface surface = createSurface( normDepth, colorBuffer,matInfoBuffer,
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
// Matinfo flags
vec4 matInfo = texture( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
if (getFlag(surface.matFlag, 0))
{
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
OUT_col1 = vec4(0.0, 0.0, 0.0, 0.0);
OUT_col = vec4(0.0);
return;
}
vec4 colorSample = texture( colorBuffer, uvScene );
vec3 subsurface = vec3(0.0,0.0,0.0);
if (getFlag( matInfo.r, 1 ))
vec3 L = lightPosition - surface.P;
float dist = length(L);
vec3 lighting = vec3(0.0);
if(dist < lightRange)
{
subsurface = colorSample.rgb;
if (colorSample.r>colorSample.g)
subsurface = vec3(0.772549, 0.337255, 0.262745);
else
subsurface = vec3(0.337255, 0.772549, 0.262745);
}
// Sample/unpack the normal/z data
vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
vec3 normal = deferredSample.rgb;
float depth = deferredSample.a;
// Eye ray - Eye -> Pixel
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane );
vec3 viewSpacePos = eyeRay * depth;
// Build light vec, get length, clip pixel if needed
vec3 lightToPxlVec = viewSpacePos - lightPosition;
float lenLightV = length( lightToPxlVec );
lightToPxlVec /= lenLightV;
//lightDirection = vec3( -lightDirection.xy, lightDirection.z ); //vec3( 0, 0, -1 );
float cosAlpha = dot( lightDirection, lightToPxlVec );
clip( cosAlpha - lightSpotParams.x );
clip( lightRange - lenLightV );
float atten = attenuate( lightColor, lightAttenuation, lenLightV );
atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
clip( atten - 1e-6 );
atten = saturate( atten );
float nDotL = dot( normal, -lightToPxlVec );
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
#ifdef NO_SHADOW
float shadowed = 1.0;
#else
// Get the shadow texture coordinate
vec4 pxlPosLightProj = tMul( viewToLightProj, vec4( viewSpacePos, 1 ) );
vec4 pxlPosLightProj = tMul( worldToLightProj, vec4( surface.P, 1 ) );
vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
shadowCoord.y = 1.0f - shadowCoord.y;
// Get the dynamic shadow texture coordinate
vec4 dynpxlPosLightProj = tMul( dynamicViewToLightProj, vec4( viewSpacePos, 1 ) );
vec2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
dynshadowCoord.y = 1.0f - dynshadowCoord.y;
#ifdef NO_SHADOW
float shadowed = 1.0;
#else
vec4 dynPxlPosLightProj = tMul( dynamicWorldToLightProj, vec4( surface.P, 1 ) );
vec2 dynShadowCoord = ( ( dynPxlPosLightProj.xy / dynPxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
dynShadowCoord.y = 1.0f - dynShadowCoord.y;
// Get a linear depth from the light source.
//distance to light in shadow map space
float distToLight = pxlPosLightProj.z / lightRange;
float static_shadowed = softShadow_filter( shadowMap,
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y );
float dynamic_shadowed = softShadow_filter( dynamicShadowMap,
ssPos.xy,
dynshadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y );
float dynDistToLight = dynPxlPosLightProj.z / lightRange;
float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, dynDistToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
#endif // !NO_SHADOW
#endif
vec3 lightcol = lightColor.rgb;
vec3 lightCol = lightColor.rgb;
#ifdef USE_COOKIE_TEX
// Lookup the cookie sample.
vec4 cookie = texture( cookieMap, shadowCoord );
vec4 cookie = texture(cookieMap, tMul(worldToLightProj, -surfaceToLight.L));
// Multiply the light with the cookie tex.
lightcol *= cookie.rgb;
lightCol *= cookie.rgb;
// Use a maximum channel luminance to attenuate
// the lighting else we get specular in the dark
// regions of the cookie texture.
atten *= max( cookie.r, max( cookie.g, cookie.b ) );
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
#endif
// NOTE: Do not clip on fully shadowed pixels as it would
// cause the hardware occlusion query to disable the shadow.
//get Punctual light contribution
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
//get spot angle attenuation
lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
}
vec3 l = normalize(-lightDirection);
vec3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
vec3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = 1.0001-matInfo.b;
float metalness = matInfo.a;
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;
//specular
vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
if (nDotL<0) shadowed = 0;
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
//output
OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
OUT_col = vec4(lighting, 0);
}