diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/SCsub | 8 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 25 | ||||
| -rw-r--r-- | drivers/png/SCsub | 2 |
5 files changed, 24 insertions, 15 deletions
diff --git a/drivers/SCsub b/drivers/SCsub index b8bba9137..195f7ec43 100644 --- a/drivers/SCsub +++ b/drivers/SCsub @@ -4,7 +4,7 @@ Import('env') env.drivers_sources = [] -if ("builtin_zlib" in env and env["builtin_zlib"] == "yes"): +if 'builtin_zlib' in env and env['builtin_zlib']: SConscript("zlib/SCsub") # OS drivers @@ -17,7 +17,7 @@ SConscript('pulseaudio/SCsub') if (env["platform"] == "windows"): SConscript("rtaudio/SCsub") SConscript("wasapi/SCsub") -if (env["xaudio2"] == "yes"): +if env['xaudio2']: SConscript("xaudio2/SCsub") # Graphics drivers @@ -29,10 +29,10 @@ SConscript("png/SCsub") # Tools override # FIXME: Should likely be integrated in the tools/ codebase -if (env["tools"] == "yes"): +if env['tools']: SConscript("convex_decomp/SCsub") -if env['vsproj'] == "yes": +if env['vsproj']: env.AddToVSProject(env.drivers_sources) if env.split_drivers: diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index b99817fb1..ae41a936c 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1564,6 +1564,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; p_shader->canvas_item.uses_screen_texture = false; p_shader->canvas_item.uses_screen_uv = false; + p_shader->canvas_item.uses_time = false; shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD); shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX); @@ -1595,6 +1596,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->spatial.unshaded = false; p_shader->spatial.no_depth_test = false; p_shader->spatial.uses_sss = false; + p_shader->spatial.uses_time = false; p_shader->spatial.uses_vertex_lighting = false; p_shader->spatial.uses_screen_texture = false; p_shader->spatial.uses_vertex = false; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index b3b2517ad..9a5b53c84 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -787,6 +787,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; + actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; @@ -806,6 +807,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; + actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index af4044224..25115bc18 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -889,7 +889,7 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 attenuation,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader @@ -964,9 +964,9 @@ LIGHT_SHADER_CODE #endif #if defined(TRANSMISSION_USED) - diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission); + diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission) * attenuation; #else - diffuse += light_color * diffuse_color * light_amount; + diffuse += light_color * diffuse_color * light_amount * attenuation; #endif @@ -987,14 +987,14 @@ LIGHT_SHADER_CODE vec3 H = normalize(V + L); float dotNH = max(dot(N,H), 0.0 ); float intensity = pow( dotNH, (1.0-roughness) * 256.0); - specular += light_color * intensity * specular_blob_intensity; + specular += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L,N)); float dotNV = max(0.0,dot(R,V)); float intensity = pow( dotNV, (1.0-roughness) * 256.0); - specular += light_color * intensity * specular_blob_intensity; + specular += light_color * intensity * specular_blob_intensity * attenuation; #elif defined(SPECULAR_TOON) @@ -1003,7 +1003,7 @@ LIGHT_SHADER_CODE float mid = 1.0-roughness; mid*=mid; float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV) * mid; - diffuse += light_color * intensity * specular_blob_intensity; //write to diffuse, as in toon shading you generally want no reflection + diffuse += light_color * intensity * specular_blob_intensity * attenuation; //write to diffuse, as in toon shading you generally want no reflection #elif defined(SPECULAR_DISABLED) //none.. @@ -1047,7 +1047,7 @@ LIGHT_SHADER_CODE float speci = dotNL * D * F * vis; - specular += speci * light_color * specular_blob_intensity; + specular += speci * light_color * specular_blob_intensity * attenuation; #endif #if defined(LIGHT_USE_CLEARCOAT) @@ -1193,7 +1193,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1227,7 +1227,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1536,6 +1536,7 @@ void main() { #if defined(ENABLE_AO) float ao=1.0; + float ao_light_affect=0.0; #endif float alpha = 1.0; @@ -1859,7 +1860,7 @@ FRAGMENT_SHADER_CODE specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); #else - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif @@ -1920,9 +1921,13 @@ FRAGMENT_SHADER_CODE #if defined(ENABLE_AO) ambient_light*=ao; + ao_light_affect = mix(1.0,ao,ao_light_affect); + specular_light*=ao_light_affect; + diffuse_light*=ao_light_affect; #endif + //energu conservation diffuse_light=mix(diffuse_light,vec3(0.0),metallic); ambient_light=mix(ambient_light,vec3(0.0),metallic); diff --git a/drivers/png/SCsub b/drivers/png/SCsub index 6684e36b2..39480351a 100644 --- a/drivers/png/SCsub +++ b/drivers/png/SCsub @@ -5,7 +5,7 @@ Import('env') env_png = env.Clone() # Thirdparty source files -if (env['builtin_libpng'] != 'no'): +if env['builtin_libpng']: thirdparty_dir = "#thirdparty/libpng/" thirdparty_sources = [ "png.c", |
