未验证 提交 c3af2f20 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #18118 from Mugen87/dev29

Examples: Fix webgl_materials_envmaps_parallax.
......@@ -72,29 +72,33 @@
uniform float refractionRatio;
#endif
vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {
vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
vec3 worldNormalFinal = worldNormal;
#ifdef BOX_PROJECTED_ENV_MAP
#ifdef BOX_PROJECTED_ENV_MAP
worldNormal = parallaxCorrectNormal( worldNormal, cubeMapSize, cubeMapPos );
worldNormalFinal = parallaxCorrectNormal( worldNormal, cubeMapSize, cubeMapPos );
#endif
#endif
vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
vec3 queryVec = vec3( flipEnvMap * worldNormalFinal.x, worldNormalFinal.yz );
// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
// of a specular cubemap, or just the default level of a specially created irradiance cubemap.
#ifdef TEXTURE_LOD_EXT
#ifdef TEXTURE_LOD_EXT
vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
#else
#else
vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
// force the bias high to get the last LOD level as it is the most blurred.
vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
#endif
#endif
envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
......@@ -110,20 +114,31 @@
#endif
return PI * envMapColor.rgb * envMapIntensity;
}
float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
// Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
float getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {
float maxMIPLevelScalar = float( maxMIPLevel );
float desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
float sigma = PI * roughness * roughness / ( 1.0 + roughness );
float desiredMIPLevel = maxMIPLevelScalar + log2( sigma );
// clamp to allowable LOD ranges.
return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );
}
vec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float blinnShininessExponent, const in int maxMIPLevel ) {
vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {
#ifdef ENVMAP_MODE_REFLECTION
vec3 reflectVec = reflect( -viewDir, normal );
// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
#else
vec3 reflectVec = refract( -viewDir, normal, refractionRatio );
......@@ -131,36 +146,33 @@
#endif
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
#ifdef ENVMAP_TYPE_CUBE
vec3 reflectVecFinal = reflectVec;
#ifdef BOX_PROJECTED_ENV_MAP
float specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );
reflectVecFinal = parallaxCorrectNormal( reflectVec, cubeMapSize, cubeMapPos );
#ifdef ENVMAP_TYPE_CUBE
#endif
#ifdef BOX_PROJECTED_ENV_MAP
reflectVec = parallaxCorrectNormal( reflectVec, cubeMapSize, cubeMapPos );
#endif
vec3 queryReflectVec = vec3( flipEnvMap * reflectVecFinal.x, reflectVecFinal.yz );
vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
#ifdef TEXTURE_LOD_EXT
#ifdef TEXTURE_LOD_EXT
vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
#else
#else
vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
#endif
#endif
envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
vec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));
vec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );
#elif defined( ENVMAP_TYPE_EQUIREC )
......@@ -179,6 +191,7 @@
#endif
envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
#elif defined( ENVMAP_TYPE_SPHERE )
vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
......
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