204 lines
5.2 KiB
GLSL
204 lines
5.2 KiB
GLSL
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#version 330
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uniform sampler2D tex;
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uniform sampler2D normalMap;
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uniform sampler2D bakeShadowMap;
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uniform sampler2D bakeLightMap;
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uniform sampler2D UVTestPattern;
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uniform vec4 highlight_color;
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uniform float Saturation;
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uniform float Hue;
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uniform float Brightness;
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uniform int debugShading;
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// Viewport Settings
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uniform int uvChannel;
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uniform int renderType;
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uniform int useNormalMap;
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uniform int renderVertColor;
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uniform int useShadowMap;
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec4 vertexColor;
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in vec3 normal;
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out vec4 fragColor;
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#define gamma 2.2
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vec2 displayTexCoord = f_texcoord0;
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void main()
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{
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if (uvChannel == 1)
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displayTexCoord = f_texcoord0;
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if (uvChannel == 2)
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displayTexCoord = f_texcoord2;
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fragColor = vec4(vec3(0), 1);
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vec3 N = normal;
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord);
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float metallic = 0;
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float roughness = 1;
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vec3 specIntensity = vec3(1);
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float ao = 1;
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if (HasMRA == 1) //Kirby Star Allies PBR map
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{
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//Note KSA has no way to tell if one gets unused or not because shaders :(
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//Usually it's just metalness with roughness and works fine
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metallic = texture(MRA, f_texcoord0).r;
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roughness = texture(MRA, f_texcoord0).g;
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ao = texture(MRA, f_texcoord0).b;
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specIntensity = vec3(texture(MRA, f_texcoord0).a);
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}
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else if (useShadowMap == 1)
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{
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ao = texture(bakeShadowMap, f_texcoord1).r;
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}
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if (renderType == 1) // normals vertexColor
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{
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vec3 displayNormal = (N * 0.5) + 0.5;
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fragColor = vec4(displayNormal,1);
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}
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else if (renderType == 2) // Lighting
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{
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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vec3 V = normalize(I); // view
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float light = max(dot(N, V), 0.0);
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fragColor = vec4(vec3(light), 1);
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}
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else if (renderType == 4) //Display Normal
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{
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if (uking_texture2_texcoord == 1)
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fragColor.rgb = texture(normalMap, f_texcoord1).rgb;
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else
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fragColor.rgb = texture(normalMap, displayTexCoord).rgb;
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}
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else if (renderType == 3) //DiffuseColor
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{
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//Comp Selectors
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
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diffuseMapColor.r = GetComponent(RedChannel, diffuseMapColor);
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diffuseMapColor.g = GetComponent(GreenChannel, diffuseMapColor);
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diffuseMapColor.b = GetComponent(BlueChannel, diffuseMapColor);
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fragColor = vec4(diffuseMapColor.rgb, 1);
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}
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else if (renderType == 5) // vertexColor
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fragColor = vertexColor;
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else if (renderType == 6) //Display Ambient Occlusion
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{
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fragColor = vec4(vec3(ao), 1);
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}
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else if (renderType == 7) // uv coords
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fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
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else if (renderType == 8) // uv test pattern
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{
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fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
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}
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else if (renderType == 9) //Display tangents
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{
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vec3 displayTangent = (tangent * 0.5) + 0.5;
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if (dot(tangent, vec3(1)) == 0)
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displayTangent = vec3(0);
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fragColor = vec4(displayTangent,1);
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}
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else if (renderType == 10) //Display bitangents
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{
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vec3 displayBitangent = (bitangent * 0.5) + 0.5;
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if (dot(bitangent, vec3(1)) == 0)
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displayBitangent = vec3(0);
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fragColor = vec4(displayBitangent,1);
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}
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else if (renderType == 12)
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{
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fragColor.rgb = boneWeightsColored;
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}
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else if (renderType == 11) //Light map
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{
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if (HasLightMap == 1)
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{
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vec4 lightMap = texture(BakeLightMap, f_texcoord2);
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fragColor = vec4(lightMap.rgb, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 13) //Specular
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{
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if (UseSpecularColor == 1)
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fragColor = vec4(specIntensity.rgb, 1);
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else
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fragColor = vec4(vec3(specIntensity.r), 1);
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}
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else if (renderType == 14) //Shadow
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{
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if (HasShadowMap == 1)
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{
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float Shadow = texture(BakeShadowMap, f_texcoord1).g;
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fragColor = vec4(vec3(Shadow), 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 15) //MetalnessMap
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{
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fragColor = vec4(vec3(metallic), 1);
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}
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else if (renderType == 16) //RoughnessMap
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{
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fragColor = vec4(vec3(roughness), 1);
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}
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else if (renderType == 17) //SubSurfaceScatteringMap
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{
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if (HasSubSurfaceScatteringMap == 1)
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{
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vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb;
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fragColor = vec4(sss, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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else if (renderType == 18) //EmmissionMap
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{
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if (HasEmissionMap == 1)
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{
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vec3 emm = texture(EmissionMap, displayTexCoord).rgb;
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fragColor = vec4(emm, 1);
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}
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else
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{
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fragColor = vec4(1);
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}
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}
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// Toggles rendering of individual color channels for all render modes.
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fragColor.rgb *= vec3(renderR, renderG, renderB);
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if (renderR == 1 && renderG == 0 && renderB == 0)
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fragColor.rgb = fragColor.rrr;
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else if (renderG == 1 && renderR == 0 && renderB == 0)
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fragColor.rgb = fragColor.ggg;
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else if (renderB == 1 && renderR == 0 && renderG == 0)
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fragColor.rgb = fragColor.bbb;
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}
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