#if SHADOWMAP_ENABLED uniform sampler2DArrayShadow shadowmap; #endif uniform sampler2D headlightmap; // cube shadow maps of the lamps, see gl::LOCAL_SHADOW_TEX and opengl46_local_shadows layout(binding = LOCAL_SHADOW_TEX) uniform samplerCubeArrayShadow local_shadowmap; // the same for the lamps of scenery models, the lights with linear 1 layout(binding = LOCAL_SHADOW_LAMPS_TEX) uniform samplerCubeArrayShadow local_shadowmap_lamps; // shadow maps of the headlights of vehicles, see gl::HEADLIGHT_SHADOW_TEX and gl::scene_ubs::headlight_shadow layout(binding = HEADLIGHT_SHADOW_TEX) uniform sampler2DArrayShadow headlight_shadowmap; #include #include 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 = 1.5; const float SUN_NDOTL_SHARPNESS = 1.25; float length2(vec3 v) { return dot(v, v); } float calc_shadow() { #if SHADOWMAP_ENABLED float distance = dot(f_pos.xyz, f_pos.xyz); uint cascade; for (cascade = 0U; cascade < MAX_CASCADES; cascade++) if (distance <= cascade_end[cascade]) break; // Normal offset: sample the shadow map from a point pushed along the surface normal // by a fraction of the cascade's texel footprint. A constant depth bias can't keep up // with large texels (far cascades, small shadow maps) on surfaces at a grazing angle // to the sun, which then show shadow acne stripes. lightview maps view space metres // to [0,1] shadow map coordinates, so its x/y row lengths give texels per metre. vec3 shadownormal = normalize(f_normal); float shadowNdotL = clamp(dot(shadownormal, normalize(-lights[0].dir)), 0.0, 1.0); mat4 shadowview = lightview[cascade]; float texelspermetre = min(length(vec3(shadowview[0][0], shadowview[1][0], shadowview[2][0])), length(vec3(shadowview[0][1], shadowview[1][1], shadowview[2][1]))) * float(textureSize(shadowmap, 0).x); float texelsize = 1.0 / texelspermetre; vec3 shadowpos = f_pos.xyz + shadownormal * (texelsize * 1.5 * (1.0 - shadowNdotL)); vec4 lightpos = shadowview * vec4(shadowpos, 1.0); vec3 coords = lightpos.xyz / lightpos.w; if (coords.z < 0.0) return 0.0f; float bias = 0.00005f * float(cascade + 1U); // Fast path: 4 textureGather() calls cover a 4x4 texel block. Raw gathered // comparisons must be weighted by the sub-texel position (bilinear weights), // otherwise the result is constant across each shadow map texel and shadow // edges turn into texel-sized stair steps. With per-axis weights // (1-f, 1, 1, f) this equals a 3x3 grid of hardware bilinear PCF taps. vec2 size = vec2(textureSize(shadowmap, 0).xy); vec2 uv = coords.xy * size - 0.5; vec2 base = floor(uv); vec2 f = uv - base; float refz = coords.z + bias; float layer = float(cascade); // sampling at texel corners selects blocks with lower-left texel base-1 and base+1 vec4 g00 = textureGather(shadowmap, vec3((base + vec2(0.0, 0.0)) / size, layer), refz); vec4 g10 = textureGather(shadowmap, vec3((base + vec2(2.0, 0.0)) / size, layer), refz); vec4 g01 = textureGather(shadowmap, vec3((base + vec2(0.0, 2.0)) / size, layer), refz); vec4 g11 = textureGather(shadowmap, vec3((base + vec2(2.0, 2.0)) / size, layer), refz); // gather component order: x=(0,1) y=(1,1) z=(1,0) w=(0,0) float shadow = dot(g00, vec4(1.0 - f.x, 1.0, 1.0 - f.y, (1.0 - f.x) * (1.0 - f.y))) + dot(g10, vec4(1.0, f.x, f.x * (1.0 - f.y), 1.0 - f.y)) + dot(g01, vec4((1.0 - f.x) * f.y, f.y, 1.0, 1.0 - f.x)) + dot(g11, vec4(f.y, f.x * f.y, f.x, 1.0)); return shadow / 9.0; #else return 0.0; #endif } // ----------------------------------------------------------------------- // GGX Microfacet BRDF helpers (Cook-Torrance) // ----------------------------------------------------------------------- // Trowbridge-Reitz (GGX) Normal Distribution Function // D(N,H,α) = α⁴ / (π · ((NdotH)²·(α⁴−1)+1)²) // α = roughness² (perceptual remapping so the slider feels linear) float D_GGX(float NdotH, float roughness) { float a = roughness * roughness; // perceptual -> linear roughness float a2 = a * a; float d = (NdotH * NdotH) * (a2 - 1.0) + 1.0; return a2 / (3.14159265359 * d * d); } // Schlick-GGX single-term masking/shadowing (k remapped for direct lighting) float G_SchlickGGX(float NdotX, float roughness) { float r = roughness + 1.0; float k = (r * r) * (1.0 / 8.0); // k_direct = (roughness+1)²/8 return NdotX / (NdotX * (1.0 - k) + k); } // Height-correlated Smith geometry term // G(N,V,L) = G_SchlickGGX(NdotV) · G_SchlickGGX(NdotL) float G_Smith(float NdotV, float NdotL, float roughness) { return G_SchlickGGX(NdotV, roughness) * G_SchlickGGX(NdotL, roughness); } // Returns vec2(diffuse, specular) for a single punctual light. // // diffuse – Lambert N·L (Fresnel-weighted diffuse is handled per-material // in apply_lights, so we return raw N·L here). // specular – Cook-Torrance GGX: D·G / (4·NdotL·NdotV). // The Fresnel factor (F) is intentionally omitted here; // apply_lights already carries a per-material Fresnel term // that is applied to env reflections and can be routed to // direct specular there. // // Roughness is derived identically to env_roughness in apply_lights so // that direct and indirect specular highlights read consistently. vec2 calc_light(vec3 light_dir, vec3 fragnormal) { vec3 N = fragnormal; vec3 L = light_dir; vec3 V = normalize(-f_pos.xyz); vec3 H = normalize(L + V); float NdotL = max(dot(N, L), 0.0); float NdotV = max(dot(N, V), 1e-4); float NdotH = max(dot(N, H), 0.0); float diffuse_v = NdotL; // Mirror the env-map roughness derivation so direct and indirect lobes match. // glossiness == param[1].w → roughness == 0.04 (near-mirror) // glossiness == 0 → roughness == 1.0 (fully diffuse) float roughness = clamp(1.0 - glossiness / max(abs(param[1].w), 1.0), 0.04, 1.0); // Cook-Torrance specular (no Fresnel — see above): // f_spec = D(N,H,α) · G(N,V,L,α) / (4 · NdotL · NdotV) float D = D_GGX(NdotH, roughness); float G = G_Smith(NdotV, NdotL, roughness); float specular_v = (NdotL > 0.0) ? (D * G) / max(4.0 * NdotL * NdotV, 1e-4) : 0.0; return vec2(diffuse_v, specular_v); } vec2 calc_point_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); vec2 val = calc_light(light_dir, fragnormal); val.x += light.ambient; val *= light.intensity; float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (distance * distance); //float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); return val * atten; } vec2 calc_spot_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); float theta = dot(light_dir, normalize(-light.dir)); float epsilon = light.in_cutoff - light.out_cutoff; float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); vec2 point = calc_point_light(light, fragnormal); return point * intensity; } vec2 calc_dir_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir, fragnormal); } // samples of the soft shadows of the lamps and headlights: a disc, rotated per pixel const vec2 SHADOW_DISC[8] = vec2[](vec2(-0.326, -0.406), vec2(-0.840, -0.074), vec2(-0.696, 0.457), vec2(-0.203, 0.621), vec2(0.962, -0.195), vec2(0.473, -0.480), vec2(0.519, 0.767), vec2(0.185, -0.893)); float shadow_disc_angle() { return 6.2831853 * fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715)))); } // share of the beam of headlights with a shadow map (Map, headlight_weights.w - 1 of the light) held back before the fragment, // 0..1. the map was drawn from the projector of the beam: x and y of the projection across it, z / w the depth (near plane over // the distance along the axis, as the reverse z of the scene), w the distance. the comparison gives 1 where the map holds a // value at least as large as the reference: a surface closer to the projector float headlight_beam_shadow(uint map, vec3 fragnormal, vec3 light_dir) { mat4 tomap = headlight_shadow[map]; vec4 params = headlight_shadow_params[map]; // a texel of the map is as large as this here. the point is moved along the normal by about a texel, and the reference towards // the projector by a part of one. only the back faces are in the map, which leaves the lit faces little to shadow themselves with float texel = params.x * max((tomap * vec4(f_pos.xyz, 1.0)).w, 0.0); float NdotL = clamp(dot(fragnormal, light_dir), 0.0, 1.0); vec4 position = tomap * vec4(f_pos.xyz + fragnormal * (texel * (0.5 + 1.5 * (1.0 - NdotL))), 1.0); if (position.w <= 0.0) return 0.0; vec2 coords = position.xy / position.w; if (any(lessThan(coords, vec2(0.0))) || any(greaterThan(coords, vec2(1.0)))) return 0.0; // nearer to the projector than its near plane (the vehicle itself) the reference is past anything in the map float reference = position.z / max(position.w - texel * 1.5, 1e-3); float layer = float(map); float radius = params.y; if (radius <= 0.0) return texture(headlight_shadowmap, vec4(coords, layer, reference)); float angle = shadow_disc_angle(); vec2 rotation = vec2(cos(angle), sin(angle)); float spread = radius / float(textureSize(headlight_shadowmap, 0).x); int count = (radius > 1.5) ? 8 : 4; float shadow = 0.0; for (int i = 0; i < count; i++) { vec2 offset = vec2(SHADOW_DISC[i].x * rotation.x - SHADOW_DISC[i].y * rotation.y, SHADOW_DISC[i].x * rotation.y + SHADOW_DISC[i].y * rotation.x) * spread; shadow += texture(headlight_shadowmap, vec4(coords + offset, layer, reference)); } return shadow / float(count); } // dpdx and dpdy are the change of the view space position of the fragment from a pixel to the next one. the beam texture is // sampled with gradients worked out from them instead of the ones of the hardware: those are undefined where the fragments of // a quad do not go through the same lights, which is what happens at the edges of the clusters vec2 calc_headlights(light_s light, vec3 fragnormal, vec3 dpdx, vec3 dpdy) { vec4 headlightpos = light.headlight_projection * f_pos; vec3 coords = headlightpos.xyz / headlightpos.w; if (coords.z > 1.0) return vec2(0.0); if (coords.z < 0.0) return vec2(0.0); // the beam is what the projection takes in. beyond its sides the texture would be clamped to its edge, and near the projector // (where a pixel spans many texels) its coarsest levels spill the average of the whole beam over the surroundings if (coords.x < 0.0 || coords.x > 1.0 || coords.y < 0.0 || coords.y > 1.0) return vec2(0.0); vec3 light_dir = normalize(light.pos - f_pos.xyz); // Tighter wrap (was +0.25): faces angled away from the headlight cone // fall off to dark much faster, so cab/exterior surfaces read with a // clear directional shape instead of a flat half-lit wash. vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.10, 0.0, 1.0); float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); vec2 beamcoords = headlightpos.xy / headlightpos.w; vec4 dheadlightposdx = light.headlight_projection * vec4(dpdx, 0.0); vec4 dheadlightposdy = light.headlight_projection * vec4(dpdy, 0.0); vec2 dbeamdx = (dheadlightposdx.xy - beamcoords * dheadlightposdx.w) / headlightpos.w; vec2 dbeamdy = (dheadlightposdy.xy - beamcoords * dheadlightposdy.w) / headlightpos.w; vec3 lights = textureGrad(headlightmap, beamcoords, dbeamdx, dbeamdy).rgb * light.headlight_weights.rgb; float lightintensity = max(max(lights.r, lights.g), lights.b); // headlights with a shadow map: what is in the way holds the beam back if ((light.headlight_weights.w > 0.5) && (lightintensity > 0.0) && (part.x > 0.0)) lightintensity *= 1.0 - headlight_beam_shadow(uint(light.headlight_weights.w - 0.5), fragnormal, light_dir); return part * atten * lightintensity; } // closest distance (squared) the light of a lamp is computed for: nearer the inverse square would grow without a limit const float LOCAL_LIGHT_MIN_DISTANCE2 = 0.01; // one comparison with the cube shadow map at the point of the space of the map, moved towards the lamp by Bias (metres). the // map is in the array of the scenery lamps when Lamps, in the one of the cab lamp otherwise float local_light_shadow_tap(vec3 position, float layer, float near, float bias, bool lamps) { vec3 axes = abs(position); float major = max(axes.x, max(axes.y, axes.z)); float reference = near / max(major - bias, near); return lamps ? texture(local_shadowmap_lamps, vec4(position, layer), reference) : texture(local_shadowmap, vec4(position, layer), reference); } // share of the light of a lamp with a cube shadow map (headlight_weights.x is its layer) which reaches the fragment, 0..1. // the map holds n / d of the closest surface, d the distance along the axis of the face, n the near plane: the farther, the // smaller (as the depth of the scene, reverse z). the comparison gives 1 where the map holds a value at least as large as // the reference, i.e. a surface at most as far: in shadow float local_light_shadow(light_s light, vec3 fragnormal) { // the space of the map: origin at the lamp, axes of the model the shadows are cast by vec3 position = (light.headlight_projection * vec4(f_pos.xyz, 1.0)).xyz; vec3 normal = normalize(mat3(light.headlight_projection) * fragnormal); float distance = length(position); // a texel of the map is as large as this here. the point is moved along the normal by about a texel, which keeps a surface // from shadowing itself at grazing angles, and the reference is moved towards the lamp by a part of a texel float texel = light.headlight_weights.z * distance; vec3 tolamp = -position / max(distance, 1e-4); float NdotL = clamp(dot(normal, tolamp), 0.0, 1.0); position += normal * (texel * (0.5 + 1.5 * (1.0 - NdotL))); float bias = texel * 1.5; float layer = light.headlight_weights.x; float radius = light.headlight_weights.w; bool lamps = (light.linear > 0.5); if (radius <= 0.0) return local_light_shadow_tap(position, layer, light.headlight_weights.y, bias, lamps); // a disc of samples in the plane of the surface, each compared with its own distance: points of the surface itself, which // samples spread across the direction to the lamp would not be at grazing angles. rotated per pixel to turn the banding into noise vec3 side = normalize(cross(normal, (abs(normal.y) < 0.99) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0))); vec3 up = cross(normal, side); float angle = shadow_disc_angle(); vec2 rotation = vec2(cos(angle), sin(angle)); float spread = texel * radius; int count = (radius > 1.5) ? 8 : 4; float shadow = 0.0; for (int i = 0; i < count; i++) { vec2 offset = vec2(SHADOW_DISC[i].x * rotation.x - SHADOW_DISC[i].y * rotation.y, SHADOW_DISC[i].x * rotation.y + SHADOW_DISC[i].y * rotation.x) * spread; shadow += local_light_shadow_tap(position + side * offset.x + up * offset.y, layer, light.headlight_weights.y, bias, lamps); } return shadow / float(count); } // light of a lamp (point or spot light: the lamps of models and vehicles, the cab lamp) reaching the fragment, x the diffuse // and y the specular part. it falls off with the square of the distance, and smoothly to nothing at the range of the light, // 1 / sqrt(quadratic), past which the culling of the clusters does not take it. a spot light fades from its inner cone to the // outer one. a lamp with a shadow map is held back by what is between it and the fragment vec2 calc_local_light(light_s light, vec3 fragnormal) { vec3 tolight = light.pos - f_pos.xyz; float distance2 = dot(tolight, tolight); vec3 light_dir = tolight * inversesqrt(max(distance2, 1e-8)); float edge = clamp(1.0 - distance2 * distance2 * (light.quadratic * light.quadratic), 0.0, 1.0); float atten = edge * edge / max(distance2, LOCAL_LIGHT_MIN_DISTANCE2); if (light.type == LIGHT_SPOT) atten *= smoothstep(light.out_cutoff, light.in_cutoff, dot(-light_dir, normalize(light.dir))); if ((atten > 0.0) && (light.headlight_weights.x >= 0.0) && (dot(fragnormal, light_dir) > 0.0)) atten *= 1.0 - local_light_shadow(light, fragnormal); if (atten <= 0.0) return vec2(0.0); vec2 part = calc_light(light_dir, fragnormal); // the highlight of a tiny light on a polished surface is kept within what the image can take return vec2(part.x, min(part.y, 16.0) * part.x) * atten; } // index of the light cluster the fragment is in, see gl/cluster_grid.h: its screen tile and slice of depth. the depth is the clip // space w, which is 1 / gl_FragCoord.w. a tile is kept in the grid, as the far edge of the render target and rounding // right below it give one past the last uint fragment_cluster() { ivec2 tile = ivec2(gl_FragCoord.xy * (vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y) / cluster_viewport_size)); tile = clamp(tile, ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1)); int slice = clamp(int(floor(cluster_slice_bias - log(gl_FragCoord.w) * cluster_slice_scale)), 0, CLUSTER_GRID_Z - 1); return uint(tile.x + CLUSTER_GRID_X * (tile.y + CLUSTER_GRID_Y * slice)); } // adds the light of the headlights and lamps which reach the fragment to its colour. these are the ones in the list of its cluster // when the lights are clustered (the sun is not on the list, the callers take care of it), and the first lights_count - 1 of // lights[] otherwise, which are headlights only vec3 add_headlights(vec3 fragcolor, vec3 fragnormal) { // worked out before the loops, which the fragments of a quad do not leave together vec3 dpdx = dFdx(f_pos.xyz); vec3 dpdy = dFdy(f_pos.xyz); if (lights_clustered != 0U) { cluster_range_s range = cluster_ranges[fragment_cluster()]; for (uint i = 0U; i < range.count; i++) { light_s light = lights[cluster_light_indices[range.offset + i]]; vec2 part = (light.type == LIGHT_HEADLIGHTS) ? calc_headlights(light, fragnormal, dpdx, dpdy) : calc_local_light(light, fragnormal); fragcolor += light.color * (part.x + part.y * param[1].y) * light.intensity; } } else { for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; vec2 part = calc_headlights(light, fragnormal, dpdx, dpdy); fragcolor += light.color * (part.x + part.y * param[1].y) * light.intensity; } } return fragcolor; } // ----------------------------------------------------------------------- // Split-sum environment BRDF (Karis / UE4 analytic approximation). // // This is the missing piece that made matte specgloss surfaces "shine like // crazy": previously the env reflection was added at full strength // (envcolor * fresnel * reflectivity) and roughness only blurred the mip, // never dimmed the energy. A rough surface therefore mirrored the bright // sky just as strongly as a polished one. // // EnvBRDFApprox returns the pre-integrated specular scale (the "DFG" term) // for a given F0, roughness and view angle. For rough surfaces it collapses // toward ~0, so low-glossiness materials reflect almost nothing — matching // what Substance 3D Painter shows. Polished surfaces keep their full // reflection, and the grazing-angle Fresnel edge is preserved. // roughness 1.0 (matte) -> scale ~0.015 (virtually no reflection) // roughness 0.0 (mirror) -> scale ~F0..1 (full reflection + Fresnel rim) vec3 EnvBRDFApprox(vec3 F0, float roughness, float NoV) { const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4( 1.0, 0.0425, 1.040, -0.040); vec4 r = roughness * c0 + c1; float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y; vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; return F0 * AB.x + AB.y; } // Diffuse colour of the submodel (t3d/e3d) or shape, used as the albedo multiplier: // untextured materials take it as their colour, textured ones multiply the base texture by it // (same as the legacy renderer's GL_MODULATE). param[0].rgb holds the authored sRGB colour, // param[1].x its intensity (HSV value unless a material overrides it). vec3 material_diffuse() { vec3 diffusecolor = pow(max(param[0].rgb, vec3(0.0)), vec3(2.2)); float value = max(param[0].r, max(param[0].g, param[0].b)); return (value > 0.0 ? diffusecolor * (param[1].x / value) : vec3(0.0)); } // directional part of the sky ambient light (sky_ssbo, bands 1 and 2 of the spherical harmonics) for a world space direction vec3 sky_ambient_directional(vec3 n) { return sky_ambient_sh[1].rgb * (0.488603 * n.y) + sky_ambient_sh[2].rgb * (0.488603 * n.z) + sky_ambient_sh[3].rgb * (0.488603 * n.x) + sky_ambient_sh[4].rgb * (1.092548 * n.x * n.y) + sky_ambient_sh[5].rgb * (1.092548 * n.y * n.z) + sky_ambient_sh[6].rgb * (0.315392 * (3.0 * n.z * n.z - 1.0)) + sky_ambient_sh[7].rgb * (1.092548 * n.x * n.z) + sky_ambient_sh[8].rgb * (0.546274 * (n.x * n.x - n.y * n.y)); } // adds the directional part of the sky light to the ambient light the material starts from (the uniform ambient, or a share // of it, like the water takes). the same share of the directional part is added, so with the directional part at zero // (gfx.ambient.sh off) the result is what it always was vec3 add_sky_ambient(vec3 basecolor, vec3 fragnormal) { if (sky_ambient_factor == 0.0) return basecolor; float share = dot(basecolor, vec3(1.0)) / max(dot(ambient, vec3(1.0)), 1e-4); vec3 worldnormal = normalize(mat3(inv_view) * fragnormal); return max(basecolor + sky_ambient_directional(worldnormal) * (sky_ambient_factor * share), vec3(0.0)); } // [0] - diffuse, [1] - specular // do magic here vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { // Diffuse colour is applied once, to the albedo; the light terms below are not scaled by it again texturecolor *= material_diffuse(); // the sky lights the faces turned up and towards the bright part of the sky more than the ones turned to the ground fragcolor = add_sky_ambient(fragcolor, fragnormal); // Scale ambient before it gets tinted by the texture. // Sun, headlights and emission are added afterwards so they are NOT // attenuated by AMBIENT_SCALE - this only dims the indirect term. fragcolor *= AMBIENT_SCALE; vec3 emissioncolor = vec3(emission); 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); float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0); vec3 envcolor = envmap_color_rough(fragnormal, env_roughness); // Pre-integrated env BRDF: roughness/F0/view-dependent specular scale. // Replaces the old raw `fresnel` weighting so matte surfaces stop // mirroring the sky. `env_spec` is the colour to multiply the cubemap by. vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV); float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b)); // Tint texture toward fully-saturated under strong env, weighted by the // env BRDF (so a rough/matte surface no longer gets washed toward env hue) vec3 texturecoloryuv = rgb2yuv(texturecolor); vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); vec3 envyuv = rgb2yuv(envcolor); texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w); if (lights_count == 0U) // Metals carry no diffuse term; env reflection is gated by the env BRDF // (F0-tinted, roughness-attenuated) so matte surfaces barely reflect. return fragcolor * texturecolor * (1.0 - metalic) + emissioncolor * texturecolor + envcolor * env_spec * reflectivity; 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. Tunable via SUN_NDOTL_SHARPNESS. float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS); float diffuseamount = sun_NdotL * 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 -> 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; fragcolor = add_headlights(fragcolor, fragnormal); float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); if (shadowtone < 1.0) specularamount *= clamp(1.0 - shadow1, 0.0, 1.0); vec3 specularcolor = specularamount * lights[0].color; // Env reflection tracked separately — must NOT go through the albedo multiply // below. Gated by the pre-integrated env BRDF (env_spec) so reflection energy // falls off with roughness; F0 inside env_spec already tints metals by albedo. vec3 env_reflection = envcolor * env_spec * reflectivity * (1.0 - shadow1 * 0.5); // --- Physically-based metal/rough combine (Substance 3D Painter parity) --- // Dielectrics: keep the full diffuse albedo; the direct sun highlight stays // light-coloured because dielectric F0 is achromatic (~0.04) and // must NOT be tinted by the base colour. // Metals: drop the diffuse term entirely and tint the direct highlight // with the albedo (metal F0 == base colour). // The highlight *strength* (specularamount) is deliberately left untouched so // existing material tuning is preserved — only the colour/energy split that // was previously inverted gets corrected. vec3 diffuse_albedo = texturecolor * (1.0 - metalic); vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic); vec3 result = fragcolor * diffuse_albedo // sun + ambient + headlight diffuse + specularcolor * spec_tint // direct sun highlight + emissioncolor * texturecolor // emissive glow (albedo-tinted, unchanged) + env_reflection; // env reflection (env_spec already F0-tinted) return result; }