Files
filament/shaders/src/shading_parameters.fs
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

76 lines
2.6 KiB
GLSL

//------------------------------------------------------------------------------
// Material evaluation
//------------------------------------------------------------------------------
/**
* Computes global shading parameters used to apply lighting, such as the view
* vector in world space, the tangent frame at the shading point, etc.
*/
void computeShadingParams() {
#if defined(HAS_ATTRIBUTE_TANGENTS)
highp vec3 n = vertex_worldNormal;
#if defined(MATERIAL_NEEDS_TBN)
highp vec3 t = vertex_worldTangent.xyz;
highp vec3 b = cross(n, t) * sign(vertex_worldTangent.w);
#endif
#if defined(MATERIAL_HAS_DOUBLE_SIDED_CAPABILITY)
if (isDoubleSided()) {
n = gl_FrontFacing ? n : -n;
#if defined(MATERIAL_NEEDS_TBN)
t = gl_FrontFacing ? t : -t;
b = gl_FrontFacing ? b : -b;
#endif
}
#endif
shading_geometricNormal = normalize(n);
#if defined(MATERIAL_NEEDS_TBN)
// We use unnormalized post-interpolation values, assuming mikktspace tangents
shading_tangentToWorld = mat3(t, b, n);
#endif
#endif
shading_position = vertex_worldPosition;
shading_view = normalize(frameUniforms.cameraPosition - shading_position);
// we do this so we avoid doing (matrix multiply), but we burn 4 varyings:
// p = clipFromWorldMatrix * shading_position;
// shading_normalizedViewportCoord = p.xy * 0.5 / p.w + 0.5
shading_normalizedViewportCoord = vertex_position.xy * (0.5 / vertex_position.w) + 0.5;
}
/**
* Computes global shading parameters that the material might need to access
* before lighting: N dot V, the reflected vector and the shading normal (before
* applying the normal map). These parameters can be useful to material authors
* to compute other material properties.
*
* This function must be invoked by the user's material code (guaranteed by
* the material compiler) after setting a value for MaterialInputs.normal.
*/
void prepareMaterial(const MaterialInputs material) {
#if defined(HAS_ATTRIBUTE_TANGENTS)
#if defined(MATERIAL_HAS_NORMAL)
shading_normal = normalize(shading_tangentToWorld * material.normal);
#else
shading_normal = getWorldGeometricNormalVector();
#endif
shading_NoV = clampNoV(dot(shading_normal, shading_view));
shading_reflected = reflect(-shading_view, shading_normal);
#if defined(MATERIAL_HAS_BENT_NORMAL)
shading_bentNormal = normalize(shading_tangentToWorld * material.bentNormal);
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
#if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
shading_clearCoatNormal = normalize(shading_tangentToWorld * material.clearCoatNormal);
#else
shading_clearCoatNormal = getWorldGeometricNormalVector();
#endif
#endif
#endif
}