Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Disable all sources of ambient light when ambient_light_disabled render mode is used #92213

Merged
merged 1 commit into from
Aug 19, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
17 changes: 8 additions & 9 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -1604,6 +1604,7 @@ void main() {
#ifdef BASE_PASS
/////////////////////// LIGHTING //////////////////////////////

#ifndef AMBIENT_LIGHT_DISABLED
// IBL precalculations
float ndotv = clamp(dot(normal, view), 0.0, 1.0);
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
Expand Down Expand Up @@ -1741,18 +1742,14 @@ void main() {
#endif // USE_LIGHTMAP_CAPTURE
#endif // !DISABLE_LIGHTMAP

{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light *= albedo.rgb;
ambient_light *= ao;
#endif // AMBIENT_LIGHT_DISABLED
}
ambient_light *= albedo.rgb;
ambient_light *= ao;

#endif // !AMBIENT_LIGHT_DISABLED

// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);

#ifndef AMBIENT_LIGHT_DISABLED
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
Expand All @@ -1774,6 +1771,8 @@ void main() {
#endif
}

#endif // !AMBIENT_LIGHT_DISABLED

#ifndef DISABLE_LIGHT_DIRECTIONAL
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1310,6 +1310,8 @@ void fragment_shader(in SceneData scene_data) {

#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#ifndef AMBIENT_LIGHT_DISABLED

if (scene_data.use_reflection_cubemap) {
#ifdef LIGHT_ANISOTROPY_USED
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
Expand Down Expand Up @@ -1397,14 +1399,15 @@ void fragment_shader(in SceneData scene_data) {
#endif //USE_RADIANCE_CUBEMAP_ARRAY
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
}
#endif
#endif // LIGHT_CLEARCOAT_USED
#endif // !AMBIENT_LIGHT_DISABLED
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

//radiance

/// GI ///
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#ifndef AMBIENT_LIGHT_DISABLED
#ifdef USE_LIGHTMAP

//lightmap
Expand Down Expand Up @@ -1698,9 +1701,6 @@ void fragment_shader(in SceneData scene_data) {

//finalize ambient light here
{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light *= albedo.rgb;
ambient_light *= ao;

Expand All @@ -1713,15 +1713,14 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
#endif // AMBIENT_LIGHT_DISABLED
}

#endif // AMBIENT_LIGHT_DISABLED
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);

//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);

#ifndef AMBIENT_LIGHT_DISABLED
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
Expand All @@ -1743,6 +1742,7 @@ void fragment_shader(in SceneData scene_data) {
#endif
}

#endif // !AMBIENT_LIGHT_DISABLED
#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#if !defined(MODE_RENDER_DEPTH)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1069,6 +1069,8 @@ void main() {

#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#ifndef AMBIENT_LIGHT_DISABLED

if (scene_data.use_reflection_cubemap) {
#ifdef LIGHT_ANISOTROPY_USED
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
Expand Down Expand Up @@ -1156,13 +1158,14 @@ void main() {
#endif //USE_RADIANCE_CUBEMAP_ARRAY
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
}
#endif
#endif // LIGHT_CLEARCOAT_USED
#endif // !AMBIENT_LIGHT_DISABLED
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

//radiance

#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#ifndef AMBIENT_LIGHT_DISABLED
#ifdef USE_LIGHTMAP

//lightmap
Expand Down Expand Up @@ -1272,21 +1275,19 @@ void main() {
} //Reflection probes

// finalize ambient light here
{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light *= albedo.rgb;
ambient_light *= ao;
#endif // AMBIENT_LIGHT_DISABLED
}

ambient_light *= albedo.rgb;
ambient_light *= ao;

#endif // !AMBIENT_LIGHT_DISABLED

// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);

//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);

#ifndef AMBIENT_LIGHT_DISABLED
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
Expand All @@ -1308,6 +1309,7 @@ void main() {
#endif
}

#endif // !AMBIENT_LIGHT_DISABLED
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

#if !defined(MODE_RENDER_DEPTH)
Expand Down
Loading