lighting: compute highlight clamp after one-/two-sided diffuse pass
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@ -562,6 +562,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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"vec3 refl_value = vec3(0.0);\n"
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"vec3 spot_dir = vec3(0.0);\n"
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"vec3 half_vector = vec3(0.0);\n"
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"float dot_product = 0.0;\n"
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"float clamp_highlights = 1.0;\n"
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"float geo_factor = 1.0;\n";
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// Compute fragment normals and tangents
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@ -680,9 +682,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
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// two-sided
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std::string dot_product = light_config.two_sided_diffuse
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? "abs(dot(light_vector, normal))"
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: "max(dot(light_vector, normal), 0.0)";
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out += std::string("dot_product = ") + (light_config.two_sided_diffuse
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? "abs(dot(light_vector, normal));\n"
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: "max(dot(light_vector, normal), 0.0);\n");
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// If enabled, clamp specular component if lighting result is zero
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if (lighting.clamp_highlights) {
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out += "clamp_highlights = dot_product == 0.0 ? 0.0 : 1.0;\n";
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}
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// If enabled, compute spot light attenuation value
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std::string spot_atten = "1.0";
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@ -706,14 +713,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")";
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}
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// If enabled, clamp specular component if lighting result is negative
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std::string clamp_highlights =
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
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out += "geo_factor = dot(half_vector, half_vector);\n"
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"geo_factor = geo_factor == 0.0 ? 0.0 : min(" +
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dot_product + " / geo_factor, 1.0);\n";
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"geo_factor = geo_factor == 0.0 ? 0.0 : min("
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"dot_product / geo_factor, 1.0);\n";
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}
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// Specular 0 component
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@ -814,12 +817,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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}
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// Compute primary fragment color (diffuse lighting) function
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out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " +
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light_src + ".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
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out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
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".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
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// Compute secondary fragment color (specular lighting) function
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out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " +
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clamp_highlights + " * " + dist_atten + " * " + spot_atten + ";\n";
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out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
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") * clamp_highlights * " + dist_atten + " * " + spot_atten + ";\n";
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}
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// Sum final lighting result
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@ -256,22 +256,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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}
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auto dot_product = Math::Dot(light_vector, normal);
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// Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
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// product.
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float clamp_highlights = 1.0f;
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if (lighting.config0.clamp_highlights) {
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if (dot_product <= 0.0f)
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clamp_highlights = 0.0f;
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else
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clamp_highlights = 1.0f;
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}
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if (light_config.config.two_sided_diffuse)
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dot_product = std::abs(dot_product);
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else
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dot_product = std::max(dot_product, 0.0f);
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float clamp_highlights = 1.0f;
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if (lighting.config0.clamp_highlights) {
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clamp_highlights = dot_product == 0.0f ? 0.0f : 1.0f;
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}
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if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
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float geo_factor = half_vector.Length2();
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geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);
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