Merge pull request #114336 from LunaCapra/bent-normals-compatibility
Add bent normal map support for the compatibility renderer
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commit
637ae4c514
1 changed files with 41 additions and 21 deletions
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@ -62,7 +62,7 @@ RENDER_MOTION_VECTORS = false
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#include "stdlib_inc.glsl"
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(LIGHT_CLEARCOAT_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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@ -517,7 +517,7 @@ out vec2 uv_interp;
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out vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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out vec3 tangent_interp;
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out vec3 binormal_interp;
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#endif
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@ -610,7 +610,7 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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model_normal_matrix = mat3(model_matrix);
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}
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#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 binormal;
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float binormal_sign;
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@ -685,7 +685,7 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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normal = model_normal_matrix * normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent = model_normal_matrix * tangent;
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binormal = model_normal_matrix * binormal;
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@ -718,7 +718,7 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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normal = modelview_normal * normal;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = modelview_normal * binormal;
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tangent = modelview_normal * tangent;
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@ -733,7 +733,7 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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normal = (scene_data_input.view_matrix * vec4(normal, 0.0)).xyz;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = (scene_data_input.view_matrix * vec4(binormal, 0.0)).xyz;
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tangent = (scene_data_input.view_matrix * vec4(tangent, 0.0)).xyz;
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#endif
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@ -747,7 +747,7 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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normal_interp = normalize(normal);
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = normalize(tangent);
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binormal_interp = normalize(binormal);
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#endif
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@ -990,7 +990,7 @@ void main() {
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#define SPECULAR_SCHLICK_GGX
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#endif
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
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#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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@ -1065,7 +1065,7 @@ in vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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in vec3 tangent_interp;
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in vec3 binormal_interp;
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#endif
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@ -2044,7 +2044,7 @@ void main() {
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float alpha = 1.0;
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 binormal = binormal_interp;
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vec3 tangent = tangent_interp;
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#else
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@ -2079,6 +2079,7 @@ void main() {
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#endif
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#if defined(BENT_NORMAL_MAP_USED)
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vec3 bent_normal_vector;
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vec3 bent_normal_map = vec3(0.5);
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#endif
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@ -2160,6 +2161,13 @@ void main() {
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#endif // !USE_SHADOW_TO_OPACITY
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#ifdef BENT_NORMAL_MAP_USED
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bent_normal_map.xy = bent_normal_map.xy * 2.0 - 1.0;
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bent_normal_map.z = sqrt(max(0.0, 1.0 - dot(bent_normal_map.xy, bent_normal_map.xy)));
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bent_normal_vector = normalize(tangent * bent_normal_map.x + binormal * bent_normal_map.y + normal * bent_normal_map.z);
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#endif
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#if defined(NORMAL_MAP_USED)
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normal_map.xy = normal_map.xy * 2.0 - 1.0;
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normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
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@ -2214,8 +2222,13 @@ void main() {
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/////////////////////// LIGHTING //////////////////////////////
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#ifndef AMBIENT_LIGHT_DISABLED
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#ifdef BENT_NORMAL_MAP_USED
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vec3 indirect_normal = bent_normal_vector;
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#else
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vec3 indirect_normal = normal;
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#endif // BENT_NORMAL_MAP_USED
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// IBL precalculations
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float ndotv = clamp(dot(normal, view), 0.0, 1.0);
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float ndotv = clamp(dot(indirect_normal, view), 0.0, 1.0);
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vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
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#ifdef USE_RADIANCE_MAP
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@ -2225,13 +2238,13 @@ void main() {
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vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
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vec3 anisotropic_tangent = cross(anisotropic_direction, view);
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vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
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vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
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vec3 bent_normal = normalize(mix(indirect_normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
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vec3 ref_vec = reflect(-view, bent_normal);
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#else
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vec3 ref_vec = reflect(-view, normal);
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vec3 ref_vec = reflect(-view, indirect_normal);
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#endif
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ref_vec = mix(ref_vec, normal, roughness * roughness);
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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ref_vec = mix(ref_vec, indirect_normal, roughness * roughness);
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float horizon = min(1.0 + dot(ref_vec, indirect_normal), 1.0);
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ref_vec = mat3(scene_data_block.data.radiance_inverse_xform) * ref_vec;
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specular_light = textureLod(radiance_map, ref_vec, sqrt(roughness) * RADIANCE_MAX_LOD).rgb;
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specular_light = srgb_to_linear(specular_light);
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@ -2246,14 +2259,14 @@ void main() {
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{
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vec4 reflection_accum = vec4(0.0);
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reflection_process(refprobe1_texture, normal, vertex_interp, refprobe1_local_matrix,
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reflection_process(refprobe1_texture, indirect_normal, vertex_interp, refprobe1_local_matrix,
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refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
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refprobe1_exterior, refprobe1_intensity, refprobe1_blend_distance, refprobe1_ambient_mode, refprobe1_ambient_color,
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roughness, ambient_light, specular_light, reflection_accum, ambient_accum);
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#ifdef SECOND_REFLECTION_PROBE
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reflection_process(refprobe2_texture, normal, vertex_interp, refprobe2_local_matrix,
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reflection_process(refprobe2_texture, indirect_normal, vertex_interp, refprobe2_local_matrix,
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refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
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refprobe2_exterior, refprobe2_intensity, refprobe2_blend_distance, refprobe2_ambient_mode, refprobe2_ambient_color,
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roughness, ambient_light, specular_light, reflection_accum, ambient_accum);
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@ -2277,7 +2290,7 @@ void main() {
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#ifdef USE_RADIANCE_MAP
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if (scene_data_block.data.use_ambient_cubemap) {
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vec3 ambient_dir = mat3(scene_data_block.data.radiance_inverse_xform) * normal;
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vec3 ambient_dir = mat3(scene_data_block.data.radiance_inverse_xform) * indirect_normal;
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vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
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cubemap_ambient = srgb_to_linear(cubemap_ambient);
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ambient_light = mix(ambient_light, cubemap_ambient * scene_data_block.data.ambient_light_color_energy.a, scene_data_block.data.ambient_color_sky_mix);
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@ -2300,7 +2313,7 @@ void main() {
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#ifdef USE_LIGHTMAP_CAPTURE
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{
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// The world normal.
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vec3 wnormal = mat3(scene_data_block.data.inv_view_matrix) * normal;
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vec3 wnormal = mat3(scene_data_block.data.inv_view_matrix) * indirect_normal;
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// The SH coefficients used for evaluating diffuse data from SH probes.
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const float c0 = 0.886227; // l0 sqrt(1.0/(4.0*PI)) * PI
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@ -2342,7 +2355,7 @@ void main() {
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vec3 lm_light_l1p1 = (textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb - vec3(0.5)) * 2.0;
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#endif
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vec3 n = normalize(lightmap_normal_xform * normal);
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vec3 n = normalize(lightmap_normal_xform * indirect_normal);
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ambient_light += lm_light_l0 * lightmap_exposure_normalization;
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ambient_light += lm_light_l1n1 * n.y * (lm_light_l0 * lightmap_exposure_normalization * 4.0);
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@ -2362,6 +2375,12 @@ void main() {
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ambient_light *= ao;
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#ifndef SPECULAR_OCCLUSION_DISABLED
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#ifdef BENT_NORMAL_MAP_USED
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float cos_b = max(dot(reflect(-view, normal), bent_normal_vector), 0.0);
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float specular_occlusion = clamp((ao - (1.0 - cos_b)) / roughness, 0.0, 1.0);
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specular_occlusion = mix(specular_occlusion, cos_b * (1.0 - ao), roughness);
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specular_light *= specular_occlusion;
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#else // BENT_NORMAL_MAP_USED
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float specular_occlusion = (ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11) * 2.0; // Luminance of ambient light.
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specular_occlusion = min(specular_occlusion * 4.0, 1.0); // This multiplication preserves speculars on bright areas.
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@ -2370,6 +2389,7 @@ void main() {
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// Low enough for occlusion, high enough for reaction to lights and shadows.
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specular_occlusion = max(min(reflective_f * specular_occlusion * 10.0, 1.0), specular_occlusion);
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specular_light *= specular_occlusion;
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#endif // BENT_NORMAL_MAP_USED
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#endif // !SPECULAR_OCCLUSION_DISABLED
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ambient_light *= albedo.rgb;
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@ -2391,7 +2411,7 @@ void main() {
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, view), 0.0, 1.0);
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float ndotv = clamp(dot(indirect_normal, view), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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