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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00

improve shaders once more

This commit is contained in:
2026-04-26 00:49:45 +02:00
parent 76effe72df
commit 7923f7d857
4 changed files with 43 additions and 15 deletions

View File

@@ -10,6 +10,27 @@ uniform sampler2D headlightmap;
float glossiness = 1.0;
float metalic = 0.0;
// ---------------------------------------------------------------------
// Lighting balance tunables - tweak these to control overall scene
// exposure without touching tonemapping.glsl.
//
// AMBIENT_SCALE: brightness of SHADED faces (indirect/sky term).
// Lower -> deeper shadows, less burn under bright
// textures. Higher -> flatter / brighter shading.
//
// SUN_DIFFUSE_SCALE: brightness of UNSHADED (sun-lit) faces. Lower
// this to dim hot surfaces in direct sunlight
// without affecting shaded areas. Was 3.5; 2.5
// calmly fits the ACES tonemap shoulder.
//
// SUN_NDOTL_SHARPNESS: N.L curve on the sun. 1.0 = pure Lambert, higher
// = sharper terminator (more contrast between
// lit and shaded faces of the same surface).
// ---------------------------------------------------------------------
const float AMBIENT_SCALE = 0.65;
const float SUN_DIFFUSE_SCALE = 2.5;
const float SUN_NDOTL_SHARPNESS = 1.25;
float length2(vec3 v)
{
return dot(v, v);
@@ -135,7 +156,10 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
// Scale ambient before it gets tinted by basecolor / texture.
// Sun, headlights and emission are added afterwards so they are NOT
// attenuated by AMBIENT_SCALE - this only dims the indirect term.
fragcolor *= basecolor * AMBIENT_SCALE;
vec3 emissioncolor = basecolor * emission;
@@ -161,19 +185,18 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen sun N.L falloff so the lit-to-shaded terminator on cab
// panels, vehicle bodies and terrain reads as a clear edge rather
// than a soft Lambertian ramp. Stays close to physical Lambert.
float sun_NdotL = pow(sunlight.x, 1.25);
// than a soft Lambertian ramp. Tunable via SUN_NDOTL_SHARPNESS.
float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
float shadow1 = 0.0;
if (shadowtone < 1.0)
shadow1 = (1.0 - shadowtone) * clamp(calc_shadow(), 0.0, 1.0);
// Sun HDR scale lowered from 5.0 -> 3.5: with the previous broken
// identity-Reinhard tonemap the 5x boost just clipped at 1.0; with
// ACES tonemapping in place 3.5 keeps lit areas strong but leaves
// real headroom for spec highlights instead of crushing to white.
fragcolor += lights[0].color * 3.5 * (1.0 - shadow1) * diffuseamount;
// Sun HDR scale -> SUN_DIFFUSE_SCALE (default 2.5). Controls how
// bright sun-lit (unshaded) faces get. Lower this if surfaces in
// direct sun read as too hot/burnt; raise it for more punch.
fragcolor += lights[0].color * SUN_DIFFUSE_SCALE * (1.0 - shadow1) * diffuseamount;
for (uint i = 1U; i < lights_count; i++)
{

View File

@@ -34,7 +34,10 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
{
vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
// Cab interior: dim ambient less than the exterior path because
// ambient is the dominant indoor illumination. 0.80 trims the
// brightest faces without making the cab feel under-lit.
fragcolor *= basecolor * 0.80;
vec3 emissioncolor = basecolor * emission;
vec3 envcolor = envmap_color(fragnormal);
@@ -55,8 +58,8 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen N.L for stronger contrast between lit and shaded cab
// surfaces (matches light_common.glsl apply_lights).
float sun_NdotL = pow(sunlight.x, 1.25);
// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
float diffuseamount = (sun_NdotL * param[1].x) * lights[0].intensity;
fragcolor += envcolor * reflectivity;
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;

View File

@@ -37,7 +37,9 @@ uniform sampler2D specgloss;
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
// Cab interior: dim ambient less than the exterior path - ambient
// is the dominant indoor illumination, but it was still too bright.
fragcolor *= basecolor * 0.80;
vec3 emissioncolor = basecolor * emission;
@@ -61,8 +63,8 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen N.L for stronger contrast between lit and shaded cab
// surfaces (matches light_common.glsl apply_lights).
float sun_NdotL = pow(sunlight.x, 1.25);
// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;