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Fix 'Phong distortion' artifact on specular lighting and shininess factor on additional lights in Rembrandt

This commit is contained in:
Frederic Bouvier 2012-07-12 00:31:22 +02:00
parent d06e249f16
commit fd4f42da0f
2 changed files with 70 additions and 60 deletions

View file

@ -19,37 +19,42 @@ vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
void main() {
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 viewDir = normalize(ray);
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos = position(viewDir, coords, depth_tex);
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume
vec3 VP = LightPosition.xyz - pos;
if ( dot( VP, VP ) > ( Far * Far ) )
discard; // Don't light surface outside the light volume
vec3 VP = LightPosition.xyz - pos;
if ( dot( VP, VP ) > ( Far * Far ) )
discard; // Don't light surface outside the light volume
float d = length( VP );
VP /= d;
float d = length( VP );
VP /= d;
vec3 halfVector = normalize(VP - viewDir);
vec3 halfVector = normalize(VP - viewDir);
float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
float cosAngIncidence = clamp(dot(normal, VP), 0.0, 1.0);
vec4 color = texture2D( color_tex, coords );
vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
vec4 color = texture2D( color_tex, coords );
vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = vec3(0.0);
if (cosAngIncidence > 0.0)
Ispec = pow( nDotHV, spec_emis.y * 128.0 ) * spec_emis.x * att * Specular.rgb;
gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
}

View file

@ -23,45 +23,50 @@ vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
void main() {
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 ray = ecPosition.xyz / ecPosition.w;
vec3 ecPos3 = ray;
vec3 viewDir = normalize(ray);
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
vec2 coords = gl_FragCoord.xy / fg_BufferSize;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos = position(viewDir, coords, depth_tex);
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume
vec3 VP = LightPosition.xyz - pos;
if ( dot( VP, VP ) > ( Far * Far ) )
discard; // Don't light surface outside the light volume
vec3 VP = LightPosition.xyz - pos;
if ( dot( VP, VP ) > ( Far * Far ) )
discard; // Don't light surface outside the light volume
float d = length( VP );
VP /= d;
float d = length( VP );
VP /= d;
vec3 halfVector = normalize(VP - viewDir);
vec3 halfVector = normalize(VP - viewDir);
float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
float spotDot = dot(-VP, normalize(LightDirection.xyz));
float spotDot = dot(-VP, normalize(LightDirection.xyz));
float spotAttenuation = 0.0;
if (spotDot < CosCutoff)
spotAttenuation = 0.0;
else
spotAttenuation = pow(spotDot, Exponent);
att *= spotAttenuation;
float spotAttenuation = 0.0;
if (spotDot < CosCutoff)
spotAttenuation = 0.0;
else
spotAttenuation = pow(spotDot, Exponent);
att *= spotAttenuation;
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
float cosAngIncidence = clamp(dot(normal, VP), 0.0, 1.0);
vec4 color = texture2D( color_tex, coords );
vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
float nDotVP = max(0.0, dot(normal, VP));
float nDotHV = max(0.0, dot(normal, halfVector));
gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
vec4 color = texture2D( color_tex, coords );
vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = vec3(0.0);
if (cosAngIncidence > 0.0)
Ispec = pow( nDotHV, spec_emis.y * 128.0 ) * spec_emis.x * att * Specular.rgb;
gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
}