diff --git a/code/renderergl2/glsl/lightall_fp.glsl b/code/renderergl2/glsl/lightall_fp.glsl index b983d6fef6..871c527e34 100644 --- a/code/renderergl2/glsl/lightall_fp.glsl +++ b/code/renderergl2/glsl/lightall_fp.glsl @@ -167,7 +167,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular) return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 ); #elif 0 // from http://seblagarde.wordpress.com/2011/08/17/hello-world/ - return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE)); + return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0); #else // from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss)); @@ -379,7 +379,7 @@ void main() N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5); #endif N.xy *= u_EnableTextures.x; - N.z = sqrt((0.25 - N.x * N.x) - N.y * N.y); + N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0)); N = tangentToWorld * N; #else N = var_Normal.xyz; @@ -473,7 +473,21 @@ void main() #endif gl_FragColor.rgb = lightColor * reflectance * NL; + +#if 0 + vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb); + + // do ambient as two hemisphere lights, one straight up one straight down + float hemiDiffuseUp = N.z * 0.5 + 0.5; + float hemiDiffuseDown = 1.0 - hemiDiffuseUp; + float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss); + float hemiSpecularDown = 1.0 - hemiSpecularUp; + + gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp); + gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown); +#else gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb); +#endif #if defined(USE_CUBEMAP) reflectance = EnvironmentBRDF(gloss, NE, specular.rgb); diff --git a/code/renderergl2/glsl/shadowmask_fp.glsl b/code/renderergl2/glsl/shadowmask_fp.glsl index 4bac5ccdd8..b489fef549 100644 --- a/code/renderergl2/glsl/shadowmask_fp.glsl +++ b/code/renderergl2/glsl/shadowmask_fp.glsl @@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar varying vec2 var_DepthTex; varying vec3 var_ViewDir; +// depth is GL_DEPTH_COMPONENT24 +// so the maximum error is 1.0 / 2^24 +#define DEPTH_MAX_ERROR 0.000000059604644775390625 + // Input: It uses texture coords as the random number seed. // Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. // Author: Michael Pohoreski @@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist) { float mult; float scale = 2.0 / r_shadowMapSize; - + #if defined(USE_SHADOW_FILTER) float r = random(var_DepthTex.xy); float sinr = sin(r) * scale; @@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist) float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear) { float sampleZDivW = texture2D(depthMap, tex).r; + sampleZDivW -= DEPTH_MAX_ERROR; return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); } @@ -81,7 +86,7 @@ void main() float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x); float sampleZ = u_ViewInfo.y * depth; - vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0); + vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0); vec4 shadowpos = u_ShadowMvp * biasPos;