X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=89b4c99c3156db1f98aa88b37436b915df9cf008;hb=02c43c5aebb2214af8144eaf19f25b9a04aa2414;hp=e23f12190b5f77da6a425842a15986a44801b876;hpb=fde970652beb2832d1fbdad7bde9172454c65eb9;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index e23f1219..89b4c99c 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -2,12 +2,12 @@ import msp_interface; import common; import shadow; -const bool use_base_color_map = false; -const bool use_metalness_map = false; -const bool use_roughness_map = false; -const bool use_occlusion_map = false; -const bool use_emission = false; -const bool use_emission_map = false; +layout(constant_id=auto) const bool use_base_color_map = false; +layout(constant_id=auto) const bool use_metalness_map = false; +layout(constant_id=auto) const bool use_roughness_map = false; +layout(constant_id=auto) const bool use_occlusion_map = false; +layout(constant_id=auto) const bool use_emission = false; +layout(constant_id=auto) const bool use_emission_map = false; const float PI = 3.1415926535; @@ -64,12 +64,9 @@ vec3 lambert_diffuse(vec3 base_color) float normal_distribution_ggxtr(vec3 normal, vec3 halfway, float roughness) { float n_dot_h = max(dot(normal, halfway), 0.0); - //return n_dot_h; float rough_q = roughness * roughness; rough_q *= rough_q; float denom = n_dot_h*n_dot_h*(rough_q-1)+1; - //return (n_dot_h*n_dot_h-0.8)*5.0; - //return rough_q*10; // Scale by pi to get a result per steradian, suitable for integration return rough_q/(PI*denom*denom); } @@ -104,16 +101,14 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness) vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness) { vec3 halfway = normalize(light-look); - //return normal; float ndist = normal_distribution_ggxtr(normal, halfway, roughness); float geom = geometry_smith(normal, -look, light, roughness); - //return vec3(ndist); vec3 k_spec = fresnel_schlick(halfway, light, base_color, metalness); vec3 k_diff = (1.0-k_spec)*(1.0-metalness); float denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001); - return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom); + return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/denom); } vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)