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glsl_shader_fs_gen: Apply shadow before ambient light (#7404)

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GPUCode 2024-01-31 23:29:39 +02:00 committed by GitHub
parent 63feac6bb3
commit 480604ec72
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GPG Key ID: B5690EEEBB952194
2 changed files with 15 additions and 14 deletions

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@ -285,19 +285,20 @@ std::pair<Common::Vec4<u8>, Common::Vec4<u8>> ComputeFragmentsColors(
} }
} }
auto diffuse = const bool shadow_primary_enable =
(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) * lighting.config0.shadow_primary && !lighting.IsShadowDisabled(num);
dist_atten * spot_atten; const bool shadow_secondary_enable =
auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten; lighting.config0.shadow_secondary && !lighting.IsShadowDisabled(num);
const auto shadow_primary =
shadow_primary_enable ? shadow.xyz() : Common::MakeVec(1.f, 1.f, 1.f);
const auto shadow_secondary =
shadow_secondary_enable ? shadow.xyz() : Common::MakeVec(1.f, 1.f, 1.f);
if (!lighting.IsShadowDisabled(num)) { const auto diffuse = (light_config.diffuse.ToVec3f() * dot_product * shadow_primary +
if (lighting.config0.shadow_primary) { light_config.ambient.ToVec3f()) *
diffuse = diffuse * shadow.xyz(); dist_atten * spot_atten;
} const auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten *
if (lighting.config0.shadow_secondary) { spot_atten * shadow_secondary;
specular = specular * shadow.xyz();
}
}
diffuse_sum += Common::MakeVec(diffuse, 0.0f); diffuse_sum += Common::MakeVec(diffuse, 0.0f);
specular_sum += Common::MakeVec(specular, 0.0f); specular_sum += Common::MakeVec(specular, 0.0f);

View File

@ -810,8 +810,8 @@ void FragmentModule::WriteLighting() {
// Compute primary fragment color (diffuse lighting) function // Compute primary fragment color (diffuse lighting) function
out += fmt::format( out += fmt::format(
"diffuse_sum.rgb += (({}.diffuse * dot_product) + {}.ambient) * {} * {}{};\n", "diffuse_sum.rgb += (({}.diffuse * dot_product{}) + {}.ambient) * {} * {};\n",
light_src, light_src, dist_atten, spot_atten, shadow_primary); light_src, shadow_primary, light_src, dist_atten, spot_atten);
// Compute secondary fragment color (specular lighting) function // Compute secondary fragment color (specular lighting) function
out += fmt::format("specular_sum.rgb += ({} + {}) * clamp_highlights * {} * {}{};\n", out += fmt::format("specular_sum.rgb += ({} + {}) * clamp_highlights * {} * {}{};\n",