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Switch-Toolbox/Toolbox/Shader/LevelEditor/BfresBasic.frag

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3.7 KiB
GLSL
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2020-02-28 22:49:18 +01:00
#version 330
//Samplers
uniform sampler2D tex;
uniform sampler2D bakeShadowMap;
uniform sampler2D bakeLightMap;
//Toggles
uniform int hasLightMap;
uniform int hasShadowMap;
uniform int hasNormalMap;
uniform vec4 highlight_color;
uniform float Saturation;
uniform float Hue;
uniform float Brightness;
uniform float ao_density;
uniform float shadow_density;
uniform int debugShading;
uniform float bake_shadow_type;
uniform float bake_light_type;
uniform vec3 gsys_bake_light_scale;
// Diffuse Channel Toggles
uniform int RedChannel;
uniform int GreenChannel;
uniform int BlueChannel;
uniform int AlphaChannel;
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec3 fragPosition;
in vec3 probePosition;
in vec4 vertexColor;
in vec3 normal;
out vec4 fragOutput;
vec3 ApplySaturation(vec3 rgb, float adjustment)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(rgb, W));
return mix(intensity, rgb, adjustment);
}
//https://gist.github.com/mairod/a75e7b44f68110e1576d77419d608786
vec3 hueShift( vec3 color, float hueAdjust ){
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin (hue);
I = chroma * cos (hue);
vec3 yIQ = vec3 (YPrime, I, Q);
return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
}
float GetComponent(int Type, vec4 Texture)
{
switch (Type)
{
case 0: return Texture.r;
case 1: return Texture.g;
case 2: return Texture.b;
case 3: return Texture.a;
case 4: return 1.0;
case 5: return 0.0;
default: return 1.0;
}
}
void main(){
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
float hc_a = highlight_color.w;
vec4 diffuseMapColor = texture(tex,f_texcoord0);
vec4 albedo = vec4(0);
//Comp Selectors
albedo.r = GetComponent(RedChannel, diffuseMapColor);
albedo.g = GetComponent(GreenChannel, diffuseMapColor);
albedo.b = GetComponent(BlueChannel, diffuseMapColor);
albedo.a = GetComponent(AlphaChannel, diffuseMapColor);
vec4 color = vertexColor * albedo;
color.rgb = ApplySaturation(color.rgb, Saturation) * Brightness;
if (Hue > 0.0f)
color.rgb = hueShift(color.rgb, Hue);
float ShadowPass = 1;
float AoPass = 1;
vec3 LightingDiffuse = vec3(0);
if (hasShadowMap == 1)
{
float aoIntensity = texture(bakeShadowMap, f_texcoord1).r;
float shadowIntensity = texture(bakeShadowMap, f_texcoord1).g;
float aoBlend = 0;
aoBlend += 1.0 - aoIntensity;
float shadowBlend = 0;
shadowBlend += 1.0 - shadowIntensity;
ShadowPass *= 1.0 - shadowBlend * shadow_density * 0.5;
AoPass *= 1.0 - aoBlend * ao_density * 0.6;
}
if (hasLightMap == 1)
{
vec4 bakeMap1 = texture(bakeLightMap, f_texcoord2);
vec3 LightIntensity = vec3(0.1);
LightingDiffuse += (gsys_bake_light_scale * bakeMap1.rgb * bakeMap1.a) * LightIntensity;
}
color.rgb += LightingDiffuse;
color.rgb *= ShadowPass;
color.rgb *= AoPass;
float halfLambert = max(displayNormal.y,0.5);
vec4 colorComb = vec4(color.rgb * (1-hc_a) + highlight_color.rgb * hc_a, color.a);
fragOutput = vec4(colorComb.rgb * halfLambert, colorComb.a);
//gl_FragColor = vec4(color.a, color.a, color.a, 1);
}