Commit Graph

10 Commits

Author SHA1 Message Date
Mathias Agopian
fcca62ec6a spotlight light-space position moved to the fragment shader
We have a limited number of interpolants, and 2 were used for spotlights,
but this is a fairly uncommon case, so we move the calculation to the
fragment shader. A side effect of this is that we are not limited to 
two spot-light anymore from the shader's point of view.

This essentially adds a vector transform per fragment, but on the other
hand, it removes communication between the vertex and fragment shader,
as well as interpolation of the position.
2021-06-29 17:19:43 -07:00
Ben Doherty
d14e29d4d3 Audit material variants (#2948) 2020-08-13 10:58:27 -07:00
Pixelflinger
13767c3bb4 Don't use gl_FragCoord anywhere as it breaks with custom viewports
This fixes dynamic lighting and SSAO when a viewport is not in 0,0.
In practice this currently happens only when all post-processing is
disabled.

Instead of using gl_FragCoord we introduce a new API, 
getNormalizedViewportCoord(), which as the name implies returns
normalized [0, 1] viewport coordinates with origin at the bottom-left,
on all platforms.

This is implemented in this PR by interpolating gl_Position.
2020-05-01 23:51:17 -07:00
Pixelflinger
3bd1afedbd compute bitangeant in fragment shader
This saves 4 varying components.
Fixes #2092
2020-05-01 14:41:03 -07:00
Romain Guy
92b2dd835d Add support for bent normals (#2303)
* Add support for bent normals

Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.

* Save a couple of multiplications in bent specular AO
2020-03-29 17:00:03 -07:00
Ben Doherty
f4da2ef8ec Add support for spot light shadows (#2209) 2020-03-10 17:53:25 -07:00
Philip Rideout
c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
2019-05-23 12:56:26 -07:00
Romain Guy
cabdc255f5 Shader code cleanup
roughness is now called perceptualRoughness and linearRoughness
is now called roughness. It better matches papers, etc.
2019-05-20 14:45:26 -07:00
Philip Rideout
69de626ead Rename built-in shader inputs to "inputs" instead of "variables".
In the public docs and materials API, Filament "variables" are custom
interpolants (outputs of VS, inputs of FS). However we internally used
"variables" to also refer to built-in VS inputs.

CodeGenerator had a generateVariable method and a generateVariables
method, which did something completely different. :)
2019-02-01 13:20:13 -08:00