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@@ -91,7 +91,7 @@ layout(std140) uniform SceneData { //ubo:0
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mediump float subsurface_scatter_width;
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mediump float ambient_occlusion_affect_light;
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mediump float ambient_occlusion_affect_ao_channel;
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- mediump float opaque_prepass_treshold;
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+ mediump float opaque_prepass_threshold;
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bool fog_depth_enabled;
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highp float fog_depth_begin;
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@@ -680,7 +680,7 @@ layout(std140) uniform SceneData {
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mediump float subsurface_scatter_width;
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mediump float ambient_occlusion_affect_light;
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mediump float ambient_occlusion_affect_ao_channel;
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- mediump float opaque_prepass_treshold;
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+ mediump float opaque_prepass_threshold;
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bool fog_depth_enabled;
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highp float fog_depth_begin;
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@@ -1028,12 +1028,11 @@ LIGHT_SHADER_CODE
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diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
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#endif
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-#if defined(TRANSMISSION_USED)
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- diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
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-#else
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diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
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-#endif
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+#if defined(TRANSMISSION_USED)
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+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
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+#endif
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#if defined(LIGHT_USE_RIM)
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@@ -1630,7 +1629,7 @@ void main() {
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float alpha = 1.0;
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#if defined(DO_SIDE_CHECK)
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- float side=float(gl_FrontFacing)*2.0-1.0;
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+ float side=gl_FrontFacing ? 1.0 : -1.0;
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#else
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float side=1.0;
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#endif
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@@ -1692,7 +1691,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_OPAQUE_PREPASS
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- if (alpha<opaque_prepass_treshold) {
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+ if (alpha<opaque_prepass_threshold) {
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discard;
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}
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@@ -2141,6 +2140,8 @@ FRAGMENT_SHADER_CODE
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#else
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+
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+
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//approximate ambient scale for SSAO, since we will lack full ambient
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float max_emission=max(emission.r,max(emission.g,emission.b));
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float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
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@@ -2172,7 +2173,6 @@ FRAGMENT_SHADER_CODE
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frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha);
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#endif //SHADELESS
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-
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#endif //USE_MULTIPLE_RENDER_TARGETS
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