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

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5.2 KiB
GLSL
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2020-02-28 22:49:18 +01:00
#version 330
uniform sampler2D tex;
uniform sampler2D normalMap;
uniform sampler2D bakeShadowMap;
uniform sampler2D bakeLightMap;
uniform sampler2D UVTestPattern;
uniform vec4 highlight_color;
uniform float Saturation;
uniform float Hue;
uniform float Brightness;
uniform int debugShading;
// Viewport Settings
uniform int uvChannel;
uniform int renderType;
uniform int useNormalMap;
uniform int renderVertColor;
uniform int useShadowMap;
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec4 vertexColor;
in vec3 normal;
out vec4 fragColor;
#define gamma 2.2
vec2 displayTexCoord = f_texcoord0;
void main()
{
if (uvChannel == 1)
displayTexCoord = f_texcoord0;
if (uvChannel == 2)
displayTexCoord = f_texcoord2;
fragColor = vec4(vec3(0), 1);
vec3 N = normal;
if (HasNormalMap == 1 && useNormalMap == 1)
N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord);
float metallic = 0;
float roughness = 1;
vec3 specIntensity = vec3(1);
float ao = 1;
if (HasMRA == 1) //Kirby Star Allies PBR map
{
//Note KSA has no way to tell if one gets unused or not because shaders :(
//Usually it's just metalness with roughness and works fine
metallic = texture(MRA, f_texcoord0).r;
roughness = texture(MRA, f_texcoord0).g;
ao = texture(MRA, f_texcoord0).b;
specIntensity = vec3(texture(MRA, f_texcoord0).a);
}
else if (useShadowMap == 1)
{
ao = texture(bakeShadowMap, f_texcoord1).r;
}
if (renderType == 1) // normals vertexColor
{
vec3 displayNormal = (N * 0.5) + 0.5;
fragColor = vec4(displayNormal,1);
}
else if (renderType == 2) // Lighting
{
vec3 I = vec3(0,0,-1) * mat3(mtxCam);
vec3 V = normalize(I); // view
float light = max(dot(N, V), 0.0);
fragColor = vec4(vec3(light), 1);
}
else if (renderType == 4) //Display Normal
{
if (uking_texture2_texcoord == 1)
fragColor.rgb = texture(normalMap, f_texcoord1).rgb;
else
fragColor.rgb = texture(normalMap, displayTexCoord).rgb;
}
else if (renderType == 3) //DiffuseColor
{
//Comp Selectors
vec4 diffuseMapColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
diffuseMapColor.r = GetComponent(RedChannel, diffuseMapColor);
diffuseMapColor.g = GetComponent(GreenChannel, diffuseMapColor);
diffuseMapColor.b = GetComponent(BlueChannel, diffuseMapColor);
fragColor = vec4(diffuseMapColor.rgb, 1);
}
else if (renderType == 5) // vertexColor
fragColor = vertexColor;
else if (renderType == 6) //Display Ambient Occlusion
{
fragColor = vec4(vec3(ao), 1);
}
else if (renderType == 7) // uv coords
fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
else if (renderType == 8) // uv test pattern
{
fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
}
else if (renderType == 9) //Display tangents
{
vec3 displayTangent = (tangent * 0.5) + 0.5;
if (dot(tangent, vec3(1)) == 0)
displayTangent = vec3(0);
fragColor = vec4(displayTangent,1);
}
else if (renderType == 10) //Display bitangents
{
vec3 displayBitangent = (bitangent * 0.5) + 0.5;
if (dot(bitangent, vec3(1)) == 0)
displayBitangent = vec3(0);
fragColor = vec4(displayBitangent,1);
}
else if (renderType == 12)
{
fragColor.rgb = boneWeightsColored;
}
else if (renderType == 11) //Light map
{
if (HasLightMap == 1)
{
vec4 lightMap = texture(BakeLightMap, f_texcoord2);
fragColor = vec4(lightMap.rgb, 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 13) //Specular
{
if (UseSpecularColor == 1)
fragColor = vec4(specIntensity.rgb, 1);
else
fragColor = vec4(vec3(specIntensity.r), 1);
}
else if (renderType == 14) //Shadow
{
if (HasShadowMap == 1)
{
float Shadow = texture(BakeShadowMap, f_texcoord1).g;
fragColor = vec4(vec3(Shadow), 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 15) //MetalnessMap
{
fragColor = vec4(vec3(metallic), 1);
}
else if (renderType == 16) //RoughnessMap
{
fragColor = vec4(vec3(roughness), 1);
}
else if (renderType == 17) //SubSurfaceScatteringMap
{
if (HasSubSurfaceScatteringMap == 1)
{
vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb;
fragColor = vec4(sss, 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 18) //EmmissionMap
{
if (HasEmissionMap == 1)
{
vec3 emm = texture(EmissionMap, displayTexCoord).rgb;
fragColor = vec4(emm, 1);
}
else
{
fragColor = vec4(1);
}
}
// Toggles rendering of individual color channels for all render modes.
fragColor.rgb *= vec3(renderR, renderG, renderB);
if (renderR == 1 && renderG == 0 && renderB == 0)
fragColor.rgb = fragColor.rrr;
else if (renderG == 1 && renderR == 0 && renderB == 0)
fragColor.rgb = fragColor.ggg;
else if (renderB == 1 && renderR == 0 && renderG == 0)
fragColor.rgb = fragColor.bbb;
}