Fix crash on Intel Gen7 GPUs caused by having two return statements in the same branch of code.

This commit is contained in:
Lippy13 2020-08-31 19:49:01 +01:00
parent 8c3a448db5
commit 7efa3373f6

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@ -470,21 +470,21 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
return max(1.0 - 5000.0 / (1.0 + distance(f_pos.xy, focus_pos.xy)), 0.0);
float fog_radius = view_distance.x;
float mist_radius = 10000000.0;
// float fog_radius = view_distance.x;
// float mist_radius = 10000000.0;
float min_fog = 0.5;
float max_fog = 1.0;
// float min_fog = 0.5;
// float max_fog = 1.0;
if (medium == 1u) {
mist_radius = UNDERWATER_MIST_DIST;
min_fog = 0.0;
}
// if (medium == 1u) {
// mist_radius = UNDERWATER_MIST_DIST;
// min_fog = 0.0;
// }
float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
float mist = distance(f_pos, focus_pos) / mist_radius;
// float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
// float mist = distance(f_pos, focus_pos) / mist_radius;
return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
// return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
}
/* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) {
@ -493,55 +493,55 @@ float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
} */
vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) {
return emitted + reflected;
const float NIGHT_EXPOSURE = 10.0;
const float DUSK_EXPOSURE = 2.0;//0.8;
const float DAY_EXPOSURE = 1.0;//0.7;
// const float NIGHT_EXPOSURE = 10.0;
// const float DUSK_EXPOSURE = 2.0;//0.8;
// const float DAY_EXPOSURE = 1.0;//0.7;
#if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN)
const float DAY_SATURATION = 1.1;
#else
const float DAY_SATURATION = 1.0;
#endif
const float DUSK_SATURATION = 0.6;
const float NIGHT_SATURATION = 0.1;
// #if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN)
// const float DAY_SATURATION = 1.1;
// #else
// const float DAY_SATURATION = 1.0;
// #endif
// const float DUSK_SATURATION = 0.6;
// const float NIGHT_SATURATION = 0.1;
const float gamma = /*0.5*//*1.*0*/1.0;//1.0;
// const float gamma = /*0.5*//*1.*0*/1.0;//1.0;
/* float light = length(emitted + reflected);
float color = srgb_to_linear(emitted + reflected);
float avg_col = (color.r + color.g + color.b) / 3.0;
return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */
// float max_intensity = vec3(1.0);
vec3 color = emitted + reflected;
float lum = rel_luminance(color);
// vec3 color = emitted + reflected;
// float lum = rel_luminance(color);
// float lum_sky = lum - max_light;
/* vec3 sun_dir = get_sun_dir(time_of_day.x);
vec3 moon_dir = get_moon_dir(time_of_day.x); */
float sky_light = rel_luminance(
get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR +
get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/));
// float sky_light = rel_luminance(
// get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR +
// get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/));
// Tone mapped value.
// vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum);
// float alpha = 0.5;//2.0;
float alpha = mix(
mix(
DUSK_EXPOSURE,
NIGHT_EXPOSURE,
max(sun_dir.z, 0)
),
DAY_EXPOSURE,
max(-sun_dir.z, 0)
);
vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz;
float cos_view_light = dot(-now_light, view_dir);
// float alpha = mix(
// mix(
// DUSK_EXPOSURE,
// NIGHT_EXPOSURE,
// max(sun_dir.z, 0)
// ),
// DAY_EXPOSURE,
// max(-sun_dir.z, 0)
// );
// vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz;
// float cos_view_light = dot(-now_light, view_dir);
// alpha *= exp(1.0 - cos_view_light);
// sky_light *= 1.0 - log(1.0 + view_dir.z);
float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0;
alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0);
// float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0;
// alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0);
// alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light));
vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum;
// vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum;
// float L = lum == 0.0 ? 0.0 : log(lum);
@ -560,30 +560,30 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted
// // float T = lum;
// float O = exp(B_ + D);
float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum);
// float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum);
// float T = lum;
// Heuristic desaturation
// const float s = 0.8;
float s = mix(
mix(
DUSK_SATURATION,
NIGHT_SATURATION,
max(sun_dir.z, 0)
),
DAY_SATURATION,
max(-sun_dir.z, 0)
);
// float s = mix(
// mix(
// DUSK_SATURATION,
// NIGHT_SATURATION,
// max(sun_dir.z, 0)
// ),
// DAY_SATURATION,
// max(-sun_dir.z, 0)
// );
// s = max(s, (max_light) / (1.0 + s));
s = max(s, max_light / (1.0 + max_light));
// s = max(s, max_light / (1.0 + max_light));
vec3 c = pow(col_adjusted, vec3(s)) * T;
// vec3 c = pow(col_adjusted, vec3(s)) * T;
// vec3 c = col_adjusted * T;
// vec3 c = sqrt(col_adjusted) * T;
// vec3 c = /*col_adjusted * */col_adjusted * T;
// return color;
return c;
// return c;
// float sum_col = color.r + color.g + color.b;
// return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma)));
}