First part of #1988 fix
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18
data/shaders/degraded_ibl.frag
Normal file
18
data/shaders/degraded_ibl.frag
Normal file
@ -0,0 +1,18 @@
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uniform sampler2D ntex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
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Spec = vec4(0., 0., 0., 1.);
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}
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@ -654,6 +654,10 @@ namespace UserConfigParams
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PARAM_DEFAULT( IntUserConfigParam(0,
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"shadows_resoltion", &m_graphics_quality,
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"Shadow resolution (0 = disabled") );
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PARAM_PREFIX BoolUserConfigParam m_degraded_IBL
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PARAM_DEFAULT(BoolUserConfigParam(false,
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"Degraded_IBL", &m_graphics_quality,
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"Disable specular IBL"));
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// ---- Misc
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PARAM_PREFIX BoolUserConfigParam m_cache_overworld
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@ -220,11 +220,22 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glUseProgram(FullScreenShader::IBLShader::getInstance()->Program);
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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if (UserConfigParams::m_degraded_IBL)
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{
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glUseProgram(FullScreenShader::DegradedIBLShader::getInstance()->Program);
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
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FullScreenShader::IBLShader::getInstance()->setUniforms();
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FullScreenShader::DegradedIBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH));
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FullScreenShader::DegradedIBLShader::getInstance()->setUniforms();
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}
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else
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{
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glUseProgram(FullScreenShader::IBLShader::getInstance()->Program);
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
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FullScreenShader::IBLShader::getInstance()->setUniforms();
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}
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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@ -1641,6 +1641,19 @@ namespace FullScreenShader
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "probe");
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}
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DegradedIBLShader::DegradedIBLShader()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/DiffuseIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SpecularIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/degraded_ibl.frag").c_str());
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AssignUniforms();
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AssignSamplerNames(Program, 0, "ntex");
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}
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ShadowedSunLightShaderPCF::ShadowedSunLightShaderPCF()
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{
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Program = LoadProgram(OBJECT,
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@ -426,6 +426,12 @@ public:
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IBLShader();
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};
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class DegradedIBLShader : public ShaderHelperSingleton<DegradedIBLShader>, public TextureRead<Nearest_Filtered>
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{
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public:
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DegradedIBLShader();
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};
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class ShadowedSunLightShaderPCF : public ShaderHelperSingleton<ShadowedSunLightShaderPCF, float, float, float, float, float>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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{
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public:
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