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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 22:59:19 +02:00

Specgloss shaders improvements + experimental SSAO (debug only)

This commit is contained in:
2026-04-21 00:25:29 +02:00
parent 6177cfb01d
commit bc0e4a9e62
17 changed files with 326 additions and 112 deletions

View File

@@ -36,59 +36,62 @@ uniform sampler2D specgloss;
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
vec3 basecolor = param[0].rgb;
vec3 basecolor = param[0].rgb;
fragcolor *= basecolor;
fragcolor *= basecolor;
vec3 emissioncolor = basecolor * emission;
vec3 emissioncolor = basecolor * emission;
vec3 envcolor = envmap_color(fragnormal);
vec3 view_dir = normalize(-f_pos.xyz);
float NdotV = max(dot(fragnormal, view_dir), 0.0);
vec3 F0 = mix(vec3(0.04), texturecolor, metalic);
vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
// 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));
const float MAX_REFLECTION_LOD = 8.0;
float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0);
vec3 envcolor = envmap_color_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * fresnel.r);
if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
if (lights_count == 0U)
return (fragcolor + emissioncolor) * texturecolor
+ envcolor * fresnel * reflectivity;
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
float diffuseamount = sunlight.x * param[1].x * lights[0].intensity;
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
fragcolor += envcolor * reflectivity;
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = vec2(0.0);
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = calc_headlights(light, fragnormal);
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
}
// if (light.type == LIGHT_SPOT)
// part = calc_spot_light(light, fragnormal);
// else if (light.type == LIGHT_POINT)
// part = calc_point_light(light, fragnormal);
// else if (light.type == LIGHT_DIR)
// part = calc_dir_light(light, fragnormal);
// else if (light.type == LIGHT_HEADLIGHTS)
part = calc_headlights(light, fragnormal);
if (shadowtone < 1.0)
{
float shadow = calc_shadow();
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow, 0.0, 1.0));
}
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
}
fragcolor += emissioncolor;
vec3 specularcolor = specularamount * lights[0].color;
if (shadowtone < 1.0)
{
float shadow = calc_shadow();
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
}
fragcolor += emissioncolor;
fragcolor *= texturecolor;
return fragcolor;
// Env reflection separate from albedo multiply — same fix as apply_lights
vec3 env_reflection = envcolor * fresnel * reflectivity;
vec3 result = mix(
(fragcolor + specularcolor) * texturecolor,
fragcolor * texturecolor + specularcolor,
metalic);
result += mix(env_reflection, env_reflection * texturecolor, metalic);
return result;
}
void main()
@@ -110,7 +113,7 @@ void main()
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
float specularity = texture(specgloss, f_coord).r;
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
float metalic = texture(specgloss, f_coord).b;
metalic = texture(specgloss, f_coord).b;
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);