summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/examples/06-bump/fs_bump.sc
diff options
context:
space:
mode:
author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/06-bump/fs_bump.sc
parentc913ccb59d713ce0b91135520719ac5385e54358 (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.sc27
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);