diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/06-bump/fs_bump.sc | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (diff) |
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/06-bump/fs_bump.sc')
-rw-r--r-- | 3rdparty/bgfx/examples/06-bump/fs_bump.sc | 27 |
1 files changed, 17 insertions, 10 deletions
diff --git a/3rdparty/bgfx/examples/06-bump/fs_bump.sc b/3rdparty/bgfx/examples/06-bump/fs_bump.sc index 65154548ba2..3b07e9d8571 100644 --- a/3rdparty/bgfx/examples/06-bump/fs_bump.sc +++ b/3rdparty/bgfx/examples/06-bump/fs_bump.sc @@ -1,7 +1,7 @@ -$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in... +$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0// in... /* - * Copyright 2011-2018 Branimir Karadzic. All rights reserved. + * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ @@ -15,7 +15,8 @@ uniform vec4 u_lightRgbInnerR[4]; vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); - vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); + //vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); + vec3 reflected = 2.0*ndotl*_normal - _lightDir; float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } @@ -45,25 +46,31 @@ vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view) { vec3 lp = u_lightPosRadius[_idx].xyz - _wpos; float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w); - vec3 lightDir = mul(_tbn, normalize(lp) ); + vec3 lightDir = mul( normalize(lp), _tbn ); vec2 bln = blinn(lightDir, _normal, _view); vec4 lc = lit(bln.x, bln.y, 1.0); vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn; return rgb; } +mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2) +{ +#if BGFX_SHADER_LANGUAGE_GLSL + return mat3(c0, c1, c2); +#else + return transpose(mat3(c0, c1, c2)); +#endif +} + + void main() { - mat3 tbn = mat3( - normalize(v_tangent), - normalize(v_bitangent), - normalize(v_normal) - ); + mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal); vec3 normal; normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0; normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) ); - vec3 view = -normalize(v_view); + vec3 view = normalize(v_view); vec3 lightColor; lightColor = calcLight(0, tbn, v_wpos, normal, view); |