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

Small fixups for the new reflection probe blending #100344

Merged
merged 1 commit into from
Dec 13, 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
22 changes: 8 additions & 14 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -1619,21 +1619,15 @@ void reflection_process(samplerCube reflection_map,
return;
}

vec3 inner_pos = abs(local_pos / box_extents);
vec3 blend_axes = vec3(0.0, 0.0, 0.0);
float blend = 0.0;
if (blend_distance != 0) {
for (int i = 0; i < 3; i++) {
float axis_blend_distance = min(blend_distance, box_extents[i]);
blend_axes[i] = (inner_pos[i] * box_extents[i]) - box_extents[i] + axis_blend_distance;
blend_axes[i] = blend_axes[i] / axis_blend_distance;
blend_axes[i] = clamp(blend_axes[i], 0.0, 1.0);
}
blend = pow((1.0 - blend_axes.x) * (1.0 - blend_axes.y) * (1.0 - blend_axes.z), 2);
blend = 1 - blend;
float blend = 1.0;
if (blend_distance != 0.0) {
vec3 axis_blend_distance = min(vec3(blend_distance), box_extents);
vec3 blend_axes = abs(local_pos) - box_extents + axis_blend_distance;
blend_axes /= axis_blend_distance;
blend_axes = clamp(1.0 - blend_axes, vec3(0.0), vec3(1.0));

blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
}
blend = max(0.0, 1.0 - blend);
blend = clamp(blend, 0.0, 1.0);

//reflect and make local
vec3 ref_normal = normalize(reflect(vertex, normal));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -875,21 +875,15 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
return;
}

vec3 inner_pos = abs(local_pos / box_extents);
vec3 blend_axes = vec3(0.0, 0.0, 0.0);
float blend = 0.0;
if (reflections.data[ref_index].blend_distance != 0) {
for (int i = 0; i < 3; i++) {
float axis_blend_distance = min(reflections.data[ref_index].blend_distance, box_extents[i]);
blend_axes[i] = (inner_pos[i] * box_extents[i]) - box_extents[i] + axis_blend_distance;
blend_axes[i] = blend_axes[i] / axis_blend_distance;
blend_axes[i] = clamp(blend_axes[i], 0.0, 1.0);
}
blend = pow((1.0 - blend_axes.x) * (1.0 - blend_axes.y) * (1.0 - blend_axes.z), 2);
blend = 1 - blend;
float blend = 1.0;
if (reflections.data[ref_index].blend_distance != 0.0) {
vec3 axis_blend_distance = min(vec3(reflections.data[ref_index].blend_distance), box_extents);
vec3 blend_axes = abs(local_pos) - box_extents + axis_blend_distance;
blend_axes /= axis_blend_distance;
blend_axes = clamp(1.0 - blend_axes, vec3(0.0), vec3(1.0));

blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
}
blend = max(0.0, 1.0 - blend);
blend = clamp(blend, 0.0, 1.0);

if (reflections.data[ref_index].intensity > 0.0) { // compute reflection

Expand Down