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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 17:29:18 +02:00

shader reflection color calculation tweak

This commit is contained in:
tmj-fstate
2020-08-12 20:57:57 +02:00
committed by GitHub
parent 82ebe1ab4a
commit 54b648fb5b
4 changed files with 386 additions and 236 deletions

108
shaders/conversion.glsl Normal file
View File

@@ -0,0 +1,108 @@
vec3 rgb2yuv(vec3 input)
{
return
clamp(
vec3(
(0.257 * input.r) + (0.504 * input.g) + (0.098 * input.b) + 0.0625,
-(0.148 * input.r) - (0.291 * input.g) + (0.439 * input.b) + 0.5,
(0.439 * input.r) - (0.368 * input.g) - (0.071 * input.b) + 0.5 ),
0.0, 1.0);
}
vec3 yuv2rgb(vec3 input)
{
input -= vec3(0.0625, 0.5, 0.5);
return
clamp(
vec3(
(1.164 * input.r) + (1.596 * input.b),
(1.164 * input.r) - (0.391 * input.g) - (0.813 * input.b),
(1.164 * input.r) + (2.018 * input.g) ),
0.0, 1.0);
}
vec3 rgb2hsl( vec3 col )
{
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min( col.r, min( col.g, col.b ));
float maxc = max( col.r, max( col.g, col.b ));
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0-lum);
sat = delta / (mul * 2.0);
}
vec3 masks = vec3(
(maxc == red && maxc != green) ? 1.0 : 0.0,
(maxc == green && maxc != blue) ? 1.0 : 0.0,
(maxc == blue && maxc != red) ? 1.0 : 0.0
);
vec3 adds = vec3(
((green - blue ) / delta),
2.0 + ((blue - red ) / delta),
4.0 + ((red - green) / delta)
);
float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
hue += dot( adds, masks );
hue *= deltaGtz;
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
return vec3( hue, sat, lum );
}
vec3 hsl2rgb( vec3 col )
{
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(
rcpsixth * (hue - twothird),
0.0,
rcpsixth * (1.0 - hue)
);
if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
}
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
}
xt = min( xt, 1.0 );
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5) { rgb = (luminv * ct) + lum2m1; }
else { rgb = lum * ct; }
return rgb;
}

View File

@@ -5,6 +5,10 @@ uniform sampler2DArrayShadow shadowmap;
uniform sampler2D headlightmap; uniform sampler2D headlightmap;
#include <envmapping.glsl> #include <envmapping.glsl>
#include <conversion.glsl>
float glossiness = 1.0;
bool metalic = false;
float length2(vec3 v) float length2(vec3 v)
{ {
@@ -42,9 +46,6 @@ float calc_shadow()
#endif #endif
} }
float glossiness = 1.0;
// [0] - diffuse, [1] - specular
// do magic here
vec2 calc_light(vec3 light_dir, vec3 fragnormal) vec2 calc_light(vec3 light_dir, vec3 fragnormal)
{ {
vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
@@ -107,15 +108,27 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
return part * atten * lightintensity; return part * atten * lightintensity;
} }
bool metalic = false; // [0] - diffuse, [1] - specular
// do magic here
vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{ {
fragcolor *= param[1].x; vec3 basecolor = param[0].rgb;
vec3 emissioncolor = param[0].rgb * emission; fragcolor *= basecolor;
vec3 emissioncolor = basecolor * emission;
vec3 envcolor = envmap_color(fragnormal); vec3 envcolor = envmap_color(fragnormal);
// yuv path
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
// hsl path
// vec3 texturecolorhsl = rgb2hsl(texturecolor);
// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
if(lights_count == 0U) if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
@@ -153,6 +166,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
} }
fragcolor += emissioncolor; fragcolor += emissioncolor;
vec3 specularcolor = specularamount * lights[0].color; vec3 specularcolor = specularamount * lights[0].color;
if ((param[1].w < 0.0) || (metalic == true)) if ((param[1].w < 0.0) || (metalic == true))
{ {
fragcolor += specularcolor; fragcolor += specularcolor;

View File

@@ -32,9 +32,23 @@ uniform sampler2D normalmap;
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{ {
vec3 emissioncolor = param[0].rgb * emission; vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
vec3 emissioncolor = basecolor * emission;
vec3 envcolor = envmap_color(fragnormal); vec3 envcolor = envmap_color(fragnormal);
// yuv path
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
// hsl path
// vec3 texturecolorhsl = rgb2hsl(texturecolor);
// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
if(lights_count == 0U) if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;

View File

@@ -36,9 +36,23 @@ uniform sampler2D specgloss;
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{ {
vec3 emissioncolor = param[0].rgb * emission; vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
vec3 emissioncolor = basecolor * emission;
vec3 envcolor = envmap_color(fragnormal); vec3 envcolor = envmap_color(fragnormal);
// yuv path
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
// hsl path
// vec3 texturecolorhsl = rgb2hsl(texturecolor);
// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
if(lights_count == 0U) if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;