Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 4 files). Show all
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| @@ -85,31 +85,15 @@ static const std::string DEFAULT_NORMAL_SHADER { · 84 unmodified lines | |||
| 85 | " return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);" | 85 | " return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);" |
| 86 | " }" | 86 | " }" |
| 87 | }; | 87 | }; |
| 88 | /* | 88 | |
| 89 | static const std::string DEFAULT_OCCLUSION_SHADER{ | ||
| 90 | "vec4 getFragmentColor() {" | ||
| 91 | // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" | ||
| 92 | // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);" | ||
| 93 | // " return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);" | ||
| 94 | " return vec4(vec3(texture(specularMap, uv).w), 1.0);" | ||
| 95 | " }" | ||
| 96 | }; | ||
| 97 | */ | ||
| 98 | static const std::string DEFAULT_OCCLUSION_SHADER{ | 89 | static const std::string DEFAULT_OCCLUSION_SHADER{ |
| 99 | "vec4 getFragmentColor() {" | 90 | "vec4 getFragmentColor() {" |
| 100 | // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" | 91 | // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" |
| 101 | // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);" | 92 | // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);" |
| 102 | " vec4 midNormalCurvature;" | 93 | " return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);" |
| 103 | " vec4 lowNormalCurvature;" | ||
| 104 | " unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);" | ||
| 105 | " float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;" | ||
| 106 | " float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;" | ||
| 107 | " ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);" | ||
| 108 | " return vec4(vec3(ambientOcclusion), 1.0);" | ||
| 109 | " }" | 94 | " }" |
| 110 | }; | 95 | }; |
| 111 | 96 | ||
| 112 | |||
| 113 | static const std::string DEFAULT_EMISSIVE_SHADER{ | 97 | static const std::string DEFAULT_EMISSIVE_SHADER{ |
| 114 | "vec4 getFragmentColor() {" | 98 | "vec4 getFragmentColor() {" |
| 115 | " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" | 99 | " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" |
| @@ -211,6 +195,18 @@ static const std::string DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER{ · 95 unmodified lines | |||
| 211 | " }" | 195 | " }" |
| 212 | }; | 196 | }; |
| 213 | 197 | ||
| 198 | static const std::string DEFAULT_CURVATURE_OCCLUSION_SHADER{ | ||
| 199 | "vec4 getFragmentColor() {" | ||
| 200 | " vec4 midNormalCurvature;" | ||
| 201 | " vec4 lowNormalCurvature;" | ||
| 202 | " unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);" | ||
| 203 | " float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;" | ||
| 204 | " float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;" | ||
| 205 | " ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);" | ||
| 206 | " return vec4(vec3(ambientOcclusion), 1.0);" | ||
| 207 | " }" | ||
| 208 | }; | ||
| 209 | |||
| 214 | static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ | 210 | static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ |
| 215 | "vec4 getFragmentColor() {" | 211 | "vec4 getFragmentColor() {" |
| 216 | " return vec4(pow(vec3(texture(scatteringMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);" | 212 | " return vec4(pow(vec3(texture(scatteringMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);" |
| @@ -220,7 +216,7 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ · 3 unmodified lines | |||
| 220 | 216 | ||
| 221 | static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ | 217 | static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ |
| 222 | "vec4 getFragmentColor() {" | 218 | "vec4 getFragmentColor() {" |
| 223 | " return vec4(vec3(texture(obscuranceMap, uv).xyz), 1.0);" | 219 | " return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);" |
| 224 | // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);" | 220 | // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);" |
| 225 | // when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);" | 221 | // when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);" |
| 226 | " }" | 222 | " }" |
| @@ -305,6 +301,8 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust · 78 unmodified lines | |||
| 305 | return DEFAULT_DIFFUSED_CURVATURE_SHADER; | 301 | return DEFAULT_DIFFUSED_CURVATURE_SHADER; |
| 306 | case DiffusedNormalCurvatureMode: | 302 | case DiffusedNormalCurvatureMode: |
| 307 | return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER; | 303 | return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER; |
| 304 | case CurvatureOcclusionMode: | ||
| 305 | return DEFAULT_CURVATURE_OCCLUSION_SHADER; | ||
| 308 | case ScatteringDebugMode: | 306 | case ScatteringDebugMode: |
| 309 | return DEFAULT_DEBUG_SCATTERING_SHADER; | 307 | return DEFAULT_DEBUG_SCATTERING_SHADER; |
| 310 | case AmbientOcclusionMode: | 308 | case AmbientOcclusionMode: |