From ab0b70f364136abaa0d3f3a8c8efa4e530590c41 Mon Sep 17 00:00:00 2001 From: seungho baek Date: Thu, 22 Feb 2024 22:08:44 +0900 Subject: [PATCH] [Tizen] Change precision of shader variable Change-Id: I4138a170c0ba9bea240a0fd0fcfab36afc2d182b Signed-off-by: seungho baek --- .../shaders/default-physically-based-shader.frag | 30 +++++++++++----------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag index 78af54c..a7efc27 100644 --- a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag @@ -268,32 +268,32 @@ void main() if(uLightCount > 0) { // Compute reflectance. - lowp float reflectance = max(max(f0.r, f0.g), f0.b); - lowp float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); - lowp float r = perceptualRoughness * perceptualRoughness; - lowp float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); - mediump float roughnessSq = r * r; - lowp vec3 diffuseColorPunctual = baseColor.rgb * (vec3(1.0) - f0); + highp float reflectance = max(max(f0.r, f0.g), f0.b); + highp float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + highp float r = perceptualRoughness * perceptualRoughness; + highp float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + highp float roughnessSq = r * r; + highp vec3 diffuseColorPunctual = baseColor.rgb * (vec3(1.0) - f0); diffuseColorPunctual *= ( 1.0 - metallic ); for(int i = 0; i < uLightCount; ++i) { highp vec3 l = normalize(-uLightDirection[i]); // Vector from surface point to light - mediump vec3 h = normalize(l+v); // Half vector between both l and v - mediump float VdotH = dot(v, h); - lowp vec3 specularReflection = f0 + (reflectance90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0); + highp vec3 h = normalize(l+v); // Half vector between both l and v + highp float VdotH = dot(v, h); + highp vec3 specularReflection = f0 + (reflectance90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0); - mediump float NdotL = clamp(dot(n, l), 0.001, 1.0); - lowp float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); - lowp float geometricOcclusion = attenuationL * attenuationV; + highp float NdotL = clamp(dot(n, l), 0.001, 1.0); + highp float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + highp float geometricOcclusion = attenuationL * attenuationV; highp float NdotH = dot(n, h); highp float f = (NdotH * roughnessSq - NdotH) * NdotH + 1.0; - lowp float microfacetDistribution = roughnessSq / (M_PI * f * f);; + highp float microfacetDistribution = roughnessSq / (M_PI * f * f);; // Calculation of analytical lighting contribution - lowp vec3 diffuseContrib = ( 1.0 - specularReflection ) * ( diffuseColorPunctual / M_PI ); - lowp vec3 specContrib = specularReflection * geometricOcclusion * microfacetDistribution / ( 4.0 * NdotL * NdotV ); + highp vec3 diffuseContrib = ( 1.0 - specularReflection ) * ( diffuseColorPunctual / M_PI ); + highp vec3 specContrib = specularReflection * geometricOcclusion * microfacetDistribution / ( 4.0 * NdotL * NdotV ); // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) color += NdotL * uLightColor[i] * (diffuseContrib + specContrib); -- 2.7.4