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Make life not suck for whoever wants to edit lighting shaders
This commit is contained in:
parent
eecb9886a9
commit
d4e7d25d14
@ -1,5 +1,7 @@
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#include "advancedpage.hpp"
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#include <unordered_map>
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#include <components/config/gamesettings.hpp>
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#include <components/config/launchersettings.hpp>
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#include <QFileDialog>
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@ -7,7 +9,6 @@
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#include <QProxyStyle>
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#include <components/contentselector/view/contentselector.hpp>
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#include <components/contentselector/model/esmfile.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <cmath>
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@ -126,10 +127,12 @@ bool Launcher::AdvancedPage::loadSettings()
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loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
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viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
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auto lightingMethod = SceneUtil::LightManager::getLightingMethodFromString(mEngineSettings.getString("lighting method", "Shaders"));
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if (lightingMethod == SceneUtil::LightingMethod::Undefined)
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lightingMethod = SceneUtil::LightingMethod::PerObjectUniform;
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lightingMethodComboBox->setCurrentIndex(static_cast<int>(lightingMethod));
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int lightingMethod = 1;
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if (mEngineSettings.getString("lighting method", "Shaders") == "legacy")
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lightingMethod = 0;
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else if (mEngineSettings.getString("lighting method", "Shaders") == "shaders")
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lightingMethod = 2;
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lightingMethodComboBox->setCurrentIndex(lightingMethod);
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}
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// Camera
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@ -253,8 +256,8 @@ void Launcher::AdvancedPage::saveSettings()
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mEngineSettings.setInt("viewing distance", "Camera", convertToUnits(viewingDistance));
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}
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auto lightingMethodStr = SceneUtil::LightManager::getLightingMethodString(static_cast<SceneUtil::LightingMethod>(lightingMethodComboBox->currentIndex()));
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mEngineSettings.setString("lighting method", "Shaders", lightingMethodStr);
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static std::unordered_map<int, std::string> lightingMethodMap = {{0, "legacy"}, {1, "shaders compatibility"}, {2, "shaders"}};
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mEngineSettings.setString("lighting method", "Shaders", lightingMethodMap[lightingMethodComboBox->currentIndex()]);
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}
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// Camera
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@ -551,7 +551,7 @@ namespace SceneUtil
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stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform(std::move(lights), mLightManager), osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size())));
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stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size() + 1)));
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return stateset;
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}
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@ -894,10 +894,15 @@ namespace SceneUtil
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defines["maxLights"] = std::to_string(getMaxLights());
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defines["maxLightsInScene"] = std::to_string(getMaxLightsInScene());
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defines["lightingModel"] = std::to_string(static_cast<int>(mLightingMethod));
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defines["useUBO"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
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defines["lightingMethodFFP"] = getLightingMethod() == LightingMethod::FFP ? "1" : "0";
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defines["lightingMethodPerObjectUniform"] = getLightingMethod() == LightingMethod::PerObjectUniform ? "1" : "0";
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defines["lightingMethodUBO"] = getLightingMethod() == LightingMethod::SingleUBO ? "1" : "0";
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defines["useUBO"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
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// exposes bitwise operators
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defines["useGPUShader4"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
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defines["useGPUShader4"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
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defines["getLight"] = getLightingMethod() == LightingMethod::FFP ? "gl_LightSource" : "LightBuffer";
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defines["startLight"] = getLightingMethod() == LightingMethod::SingleUBO ? "0" : "1";
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defines["endLight"] = getLightingMethod() == LightingMethod::FFP ? defines["maxLights"] : "PointLightCount";
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return defines;
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}
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@ -18,6 +18,7 @@ set(SHADER_FILES
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terrain_vertex.glsl
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terrain_fragment.glsl
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lighting.glsl
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lighting_util.glsl
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parallax.glsl
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s360_fragment.glsl
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s360_vertex.glsl
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@ -1,98 +1,9 @@
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#define LIGHTING_MODEL_FFP 0
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#define LIGHTING_MODEL_PER_OBJECT_UNIFORM 1
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#define LIGHTING_MODEL_SINGLE_UBO 2
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#include "lighting_util.glsl"
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#if @lightingModel != LIGHTING_MODEL_FFP
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#define getLight LightBuffer
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float quickstep(float x)
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void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
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{
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x = clamp(x, 0.0, 1.0);
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x = 1.0 - x*x;
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x = 1.0 - x*x;
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return x;
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}
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#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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const int mask = int(0xff);
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const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
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vec3 unpackRGB(int data)
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{
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return vec3( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0));
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}
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vec4 unpackRGBA(int data)
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{
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return vec4( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0)
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,(float(((data >> shift.w) & mask)) / 255.0));
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}
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/* Layout:
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packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
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sign bit is stored in unused alpha component
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attenuation: constant, linear, quadratic, light radius (as defined in content)
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*/
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struct LightData
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{
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ivec4 packedColors;
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vec4 position;
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vec4 attenuation;
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};
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uniform int PointLightIndex[@maxLights];
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uniform int PointLightCount;
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// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
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uniform LightBufferBinding
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{
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LightData LightBuffer[@maxLightsInScene];
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};
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#else
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/* Layout:
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--------------------------------------- -----------
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| pos_x | ambi_r | diff_r | spec_r |
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| pos_y | ambi_g | diff_g | spec_g |
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| pos_z | ambi_b | diff_b | spec_b |
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| att_c | att_l | att_q | radius/spec_a |
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--------------------------------------------------
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*/
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uniform mat4 LightBuffer[@maxLights];
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uniform int PointLightCount;
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#endif
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#else
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#define getLight gl_LightSource
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#endif
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void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
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{
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#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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ambientOut = getLight[0][1].xyz;
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vec3 sunDiffuse = getLight[0][2].xyz;
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vec3 lightDir = normalize(getLight[0][0].xyz);
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#elif @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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ivec4 data = getLight[0].packedColors;
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ambientOut = unpackRGB(data.y);
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vec3 sunDiffuse = unpackRGB(data.x);
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vec3 lightDir = normalize(getLight[0].position.xyz);
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#else // LIGHTING_MODEL_SINGLE_UBO
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ambientOut = getLight[0].ambient.xyz;
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vec3 sunDiffuse = getLight[0].diffuse.xyz;
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vec3 lightDir = normalize(getLight[0].position.xyz);
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#endif
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vec3 sunDiffuse = lcalcDiffuse(0).xyz;
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vec3 lightDir = normalize(lcalcPosition(0).xyz);
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float lambert = dot(viewNormal.xyz, lightDir);
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#ifndef GROUNDCOVER
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@ -112,21 +23,12 @@ void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 vi
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void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
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{
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#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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vec3 lightPos = getLight[lightIndex][0].xyz - viewPos;
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#else
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vec3 lightPos = getLight[lightIndex].position.xyz - viewPos;
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#endif
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vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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float lightDistance = length(lightPos);
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// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
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#if @lightingModel != LIGHTING_MODEL_FFP
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#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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float radius = getLight[lightIndex][3][3];
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#else
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float radius = getLight[lightIndex].attenuation.w;
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#endif
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#if !@lightingMethodFFP
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float radius = lcalcRadius(lightIndex);
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if (lightDistance > radius * 2.0)
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{
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@ -138,22 +40,8 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
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lightPos = normalize(lightPos);
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#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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float illumination = clamp(1.0 / (getLight[lightIndex][0].w + getLight[lightIndex][1].w * lightDistance + getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0);
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illumination *= 1.0 - quickstep((lightDistance / radius) - 1.0);
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ambientOut = getLight[lightIndex][1].xyz * illumination;
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#elif @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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float illumination = clamp(1.0 / (getLight[lightIndex].attenuation.x + getLight[lightIndex].attenuation.y * lightDistance + getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
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illumination *= 1.0 - quickstep((lightDistance / radius) - 1.0);
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ivec4 data = getLight[lightIndex].packedColors;
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ambientOut = unpackRGB(data.y) * illumination;
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#else
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float illumination = clamp(1.0 / (getLight[lightIndex].constantAttenuation + getLight[lightIndex].linearAttenuation * lightDistance + getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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ambientOut = getLight[lightIndex].ambient.xyz * illumination;
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#endif
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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ambientOut = lcalcAmbient(lightIndex) * illumination;
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float lambert = dot(viewNormal.xyz, lightPos) * illumination;
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#ifndef GROUNDCOVER
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@ -168,13 +56,7 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
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lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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diffuseOut = unpackRGB(data.x) * lambert * float(int(data.w));
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#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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diffuseOut = getLight[lightIndex][2].xyz * lambert;
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#else
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diffuseOut = getLight[lightIndex].diffuse.xyz * lambert;
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#endif
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diffuseOut = lcalcDiffuse(lightIndex) * lambert;
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}
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#if PER_PIXEL_LIGHTING
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@ -186,9 +68,7 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
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vec3 ambientOut, diffuseOut;
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ambientLight = gl_LightModel.ambient.xyz;
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// sun light
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perLightSun(ambientOut, diffuseOut, viewPos, viewNormal);
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ambientLight += ambientOut;
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perLightSun(diffuseOut, viewPos, viewNormal);
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#if PER_PIXEL_LIGHTING
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diffuseLight = diffuseOut * shadowing;
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#else
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@ -196,43 +76,22 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
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diffuseLight = diffuseOut;
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#endif
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// point lights
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#if @lightingModel == LIGHTING_MODEL_FFP
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for (int i=1; i < @maxLights; ++i)
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{
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perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
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ambientLight += ambientOut;
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diffuseLight += diffuseOut;
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}
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#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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for (int i=1; i <= PointLightCount; ++i)
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{
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perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
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ambientLight += ambientOut;
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diffuseLight += diffuseOut;
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}
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#else
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for (int i=0; i < PointLightCount; ++i)
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for (int i = @startLight; i < @endLight; ++i)
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{
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#if @lightingMethodUBO
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perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
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#else
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perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
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#endif
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ambientLight += ambientOut;
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diffuseLight += diffuseOut;
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}
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#endif
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
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{
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#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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vec3 sunDir = getLight[0].position.xyz;
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vec3 sunSpec = unpackRGB(getLight[0].packedColors.z);
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#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
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vec3 sunDir = getLight[0][0].xyz;
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vec3 sunSpec = getLight[0][3].xyz;
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#else
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vec3 sunSpec = getLight[0].specular.xyz;
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vec3 sunDir = getLight[0].position.xyz;
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#endif
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vec3 sunDir = lcalcPosition(0);
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vec3 sunSpec = lcalcSpecular(0).xyz;
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vec3 lightDir = normalize(sunDir);
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float NdotL = dot(viewNormal, lightDir);
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131
files/shaders/lighting_util.glsl
Normal file
131
files/shaders/lighting_util.glsl
Normal file
@ -0,0 +1,131 @@
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#if !@lightingMethodFFP
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float quickstep(float x)
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{
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x = clamp(x, 0.0, 1.0);
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x = 1.0 - x*x;
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x = 1.0 - x*x;
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return x;
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}
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#endif
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#if @lightingMethodUBO
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const int mask = int(0xff);
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const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
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vec3 unpackRGB(int data)
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{
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return vec3( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0));
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}
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vec4 unpackRGBA(int data)
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{
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return vec4( (float(((data >> shift.x) & mask)) / 255.0)
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,(float(((data >> shift.y) & mask)) / 255.0)
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,(float(((data >> shift.z) & mask)) / 255.0)
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,(float(((data >> shift.w) & mask)) / 255.0));
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}
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/* Layout:
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packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
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sign bit is stored in unused alpha component
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attenuation: constant, linear, quadratic, light radius (as defined in content)
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*/
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struct LightData
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{
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ivec4 packedColors;
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vec4 position;
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vec4 attenuation;
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};
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uniform int PointLightIndex[@maxLights];
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uniform int PointLightCount;
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// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
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uniform LightBufferBinding
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{
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LightData LightBuffer[@maxLightsInScene];
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};
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#elif @lightingMethodPerObjectUniform
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/* Layout:
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--------------------------------------- -----------
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| pos_x | ambi_r | diff_r | spec_r |
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| pos_y | ambi_g | diff_g | spec_g |
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| pos_z | ambi_b | diff_b | spec_b |
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| att_c | att_l | att_q | radius/spec_a |
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--------------------------------------------------
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*/
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uniform mat4 LightBuffer[@maxLights];
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uniform int PointLightCount;
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#endif
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#if !@lightingMethodFFP
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float lcalcRadius(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][3].w;
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#else
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return @getLight[lightIndex].attenuation.w;
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#endif
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}
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#endif
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float lcalcIllumination(int lightIndex, float lightDistance)
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{
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#if @lightingMethodPerObjectUniform
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float illumination = clamp(1.0 / (@getLight[lightIndex][0].w + @getLight[lightIndex][1].w * lightDistance + @getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0);
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return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
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#elif @lightingMethodUBO
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float illumination = clamp(1.0 / (@getLight[lightIndex].attenuation.x + @getLight[lightIndex].attenuation.y * lightDistance + @getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
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return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
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#else
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return clamp(1.0 / (@getLight[lightIndex].constantAttenuation + @getLight[lightIndex].linearAttenuation * lightDistance + @getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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#endif
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}
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vec3 lcalcPosition(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][0].xyz;
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#else
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return @getLight[lightIndex].position.xyz;
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#endif
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}
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vec3 lcalcDiffuse(int lightIndex)
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{
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#if @lightingMethodPerObjectUniform
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return @getLight[lightIndex][2].xyz;
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#elif @lightingMethodUBO
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return unpackRGB(@getLight[lightIndex].packedColors.x) * float(int(@getLight[lightIndex].packedColors.w));
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||||
#else
|
||||
return @getLight[lightIndex].diffuse.xyz;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 lcalcAmbient(int lightIndex)
|
||||
{
|
||||
#if @lightingMethodPerObjectUniform
|
||||
return @getLight[lightIndex][1].xyz;
|
||||
#elif @lightingMethodUBO
|
||||
return unpackRGB(@getLight[lightIndex].packedColors.y);
|
||||
#else
|
||||
return @getLight[lightIndex].ambient.xyz;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 lcalcSpecular(int lightIndex)
|
||||
{
|
||||
#if @lightingMethodPerObjectUniform
|
||||
return @getLight[lightIndex][3];
|
||||
#elif @lightingMethodUBO
|
||||
return unpackRGBA(@getLight[lightIndex].packedColors.z);
|
||||
#else
|
||||
return @getLight[lightIndex].specular;
|
||||
#endif
|
||||
}
|
@ -203,11 +203,7 @@ void main(void)
|
||||
normal3 * midWaves.y + normal4 * smallWaves.x + normal5 * smallWaves.y + rippleAdd);
|
||||
normal = normalize(vec3(-normal.x * bump, -normal.y * bump, normal.z));
|
||||
|
||||
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
|
||||
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(getLight[0][0].xyz, 0.0)).xyz);
|
||||
#else
|
||||
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(getLight[0].position.xyz, 0.0)).xyz);
|
||||
#endif
|
||||
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(lcalcPosition(0).xyz, 0.0)).xyz);
|
||||
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
|
||||
vec3 vVec = normalize(position.xyz - cameraPos.xyz);
|
||||
|
||||
@ -242,13 +238,7 @@ void main(void)
|
||||
|
||||
vec3 waterColor = WATER_COLOR * sunFade;
|
||||
|
||||
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
|
||||
vec4 sunSpec = unpackRGBA(getLight[0].packedColors.z);
|
||||
#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
|
||||
vec4 sunSpec = getLight[0][3];
|
||||
#else
|
||||
vec4 sunSpec = getLight[0].specular;
|
||||
#endif
|
||||
vec4 sunSpec = lcalcSpecular(0);
|
||||
|
||||
#if REFRACTION
|
||||
// refraction
|
||||
|
Loading…
x
Reference in New Issue
Block a user