mirror of
https://github.com/godotengine/godot.git
synced 2024-12-04 01:52:56 +00:00
vertex lit optimization for fog.
This commit is contained in:
parent
11f088279d
commit
286b70839e
@ -2169,7 +2169,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
|
||||
}
|
||||
|
||||
//condition to enable vertex lighting on this object
|
||||
bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded;
|
||||
bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog
|
||||
|
||||
if (vertex_lit != prev_vertex_lit) {
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
|
||||
|
@ -286,6 +286,33 @@ varying mediump vec3 refprobe2_ambient_normal;
|
||||
|
||||
#endif //vertex lighting for refprobes
|
||||
|
||||
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
||||
|
||||
varying vec4 fog_interp;
|
||||
|
||||
uniform mediump vec4 fog_color_base;
|
||||
#ifdef LIGHT_MODE_DIRECTIONAL
|
||||
uniform mediump vec4 fog_sun_color_amount;
|
||||
#endif
|
||||
|
||||
uniform bool fog_transmit_enabled;
|
||||
uniform mediump float fog_transmit_curve;
|
||||
|
||||
#ifdef FOG_DEPTH_ENABLED
|
||||
uniform highp float fog_depth_begin;
|
||||
uniform mediump float fog_depth_curve;
|
||||
uniform mediump float fog_max_distance;
|
||||
#endif
|
||||
|
||||
#ifdef FOG_HEIGHT_ENABLED
|
||||
uniform highp float fog_height_min;
|
||||
uniform highp float fog_height_max;
|
||||
uniform mediump float fog_height_curve;
|
||||
#endif
|
||||
|
||||
|
||||
#endif //fog
|
||||
|
||||
void main() {
|
||||
|
||||
highp vec4 vertex = vertex_attrib;
|
||||
@ -583,6 +610,37 @@ VERTEX_SHADER_CODE
|
||||
|
||||
#endif //USE_REFLECTION_PROBE2
|
||||
|
||||
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
||||
|
||||
float fog_amount = 0.0;
|
||||
|
||||
#ifdef LIGHT_MODE_DIRECTIONAL
|
||||
|
||||
vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
|
||||
#else
|
||||
vec3 fog_color = fog_color_base.rgb;
|
||||
#endif
|
||||
|
||||
#ifdef FOG_DEPTH_ENABLED
|
||||
|
||||
{
|
||||
|
||||
float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
|
||||
|
||||
fog_amount = pow(fog_z, fog_depth_curve);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef FOG_HEIGHT_ENABLED
|
||||
{
|
||||
float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
|
||||
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
|
||||
}
|
||||
#endif
|
||||
fog_interp = vec4(fog_color,fog_amount);
|
||||
|
||||
#endif //fog
|
||||
|
||||
#endif //use vertex lighting
|
||||
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
|
||||
}
|
||||
@ -1300,6 +1358,11 @@ float sample_shadow(
|
||||
|
||||
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
||||
|
||||
#if defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
varying vec4 fog_interp;
|
||||
|
||||
#else
|
||||
uniform mediump vec4 fog_color_base;
|
||||
#ifdef LIGHT_MODE_DIRECTIONAL
|
||||
uniform mediump vec4 fog_sun_color_amount;
|
||||
@ -1320,7 +1383,8 @@ uniform highp float fog_height_max;
|
||||
uniform mediump float fog_height_curve;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif //vertex lit
|
||||
#endif //fog
|
||||
|
||||
void main() {
|
||||
|
||||
@ -1955,6 +2019,10 @@ FRAGMENT_SHADER_CODE
|
||||
//apply fog
|
||||
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
||||
|
||||
#if defined(USE_VERTEX_LIGHTING)
|
||||
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_interp.rgb,fog_interp.a);
|
||||
#else //pixel based fog
|
||||
float fog_amount = 0.0;
|
||||
|
||||
#ifdef LIGHT_MODE_DIRECTIONAL
|
||||
@ -1989,6 +2057,7 @@ FRAGMENT_SHADER_CODE
|
||||
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_color,fog_amount);
|
||||
|
||||
#endif //use vertex lit
|
||||
|
||||
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user