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@ -521,6 +521,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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"vec3 light_vector = vec3(0.0);\n"
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"vec3 refl_value = vec3(0.0);\n"
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"vec3 spot_dir = vec3(0.0);\n"
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"vec3 half_vector = vec3(0.0);\n"
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"float geo_factor = 1.0;\n";
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// Compute fragment normals and tangents
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@ -564,15 +565,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
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bool abs) {
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const std::string half_angle = "normalize(normalize(view) + light_vector)";
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std::string index;
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switch (input) {
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case LightingRegs::LightingLutInput::NH:
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index = "dot(normal, " + half_angle + ")";
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index = "dot(normal, normalize(half_vector))";
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break;
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case LightingRegs::LightingLutInput::VH:
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index = std::string("dot(normalize(view), " + half_angle + ")");
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index = std::string("dot(normalize(view), normalize(half_vector))");
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break;
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case LightingRegs::LightingLutInput::NV:
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@ -593,9 +593,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Note: even if the normal vector is modified by normal map, which is not the
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// normal of the tangent plane anymore, the half angle vector is still projected
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// using the modified normal vector.
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std::string half_angle_proj = half_angle +
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" - normal / dot(normal, normal) * dot(normal, " +
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half_angle + ")";
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std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, "
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"normal) * dot(normal, normalize(half_vector))";
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// Note: the half angle vector projection is confirmed not normalized before the dot
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// product. The result is in fact not cos(phi) as the name suggested.
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index = "dot(" + half_angle_proj + ", tangent)";
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@ -641,6 +640,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "light_vector = normalize(" + light_src + ".position + view);\n";
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out += "spot_dir = " + light_src + ".spot_direction;\n";
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out += "half_vector = normalize(view) + light_vector;\n";
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// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
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// two-sided
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@ -675,8 +675,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
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out += "geo_factor = 1 + dot(light_vector, normalize(view));\n"
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"geo_factor = geo_factor == 0.0 ? 0.0 : min(0.5 * " +
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out += "geo_factor = dot(half_vector, half_vector);\n"
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"geo_factor = geo_factor == 0.0 ? 0.0 : min(" +
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dot_product + " / geo_factor, 1.0);\n";
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}
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