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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 12:49:18 +02:00

Improved specular and glosiness

This commit is contained in:
2026-06-27 14:41:10 +02:00
parent d21cd54f89
commit c88a9b870c
2 changed files with 81 additions and 27 deletions

View File

@@ -52,14 +52,20 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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);
// Pre-integrated env BRDF (matches apply_lights): roughness-attenuated
// reflection so matte cab surfaces no longer mirror the environment.
vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV);
float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b));
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);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w);
if (lights_count == 0U)
return (fragcolor + emissioncolor) * texturecolor
+ envcolor * fresnel * reflectivity;
return fragcolor * texturecolor * (1.0 - metalic)
+ emissioncolor * texturecolor
+ envcolor * env_spec * reflectivity;
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen N.L for stronger contrast between lit and shaded cab
@@ -83,18 +89,21 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow, 0.0, 1.0));
}
fragcolor += emissioncolor;
vec3 specularcolor = specularamount * lights[0].color;
// Env reflection separate from albedo multiply — same fix as apply_lights
vec3 env_reflection = envcolor * fresnel * reflectivity;
// Env reflection gated by env BRDF (roughness-attenuated, F0-tinted).
vec3 env_reflection = envcolor * env_spec * reflectivity;
vec3 result = mix(
(fragcolor + specularcolor) * texturecolor,
fragcolor * texturecolor + specularcolor,
metalic);
// Physically-based metal/rough combine (matches apply_lights / Substance):
// dielectric -> light-coloured highlight + full diffuse; metal -> albedo-tinted
// highlight, no diffuse term. Highlight strength left unchanged.
vec3 diffuse_albedo = texturecolor * (1.0 - metalic);
vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic);
result += mix(env_reflection, env_reflection * texturecolor, metalic);
vec3 result = fragcolor * diffuse_albedo
+ specularcolor * spec_tint
+ emissioncolor * texturecolor
+ env_reflection; // env_spec already F0-tinted for metals
return result;
}