1
0
mirror of synced 2025-02-24 14:13:17 +01:00

153 lines
3.5 KiB
GLSL
Raw Normal View History

2018-11-11 20:01:21 -05:00
#version 330
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
in vec3 objectPosition;
in vec3 normal;
in vec3 viewNormal;
in vec4 vertexColor;
in vec3 tangent;
in vec3 bitangent;
in vec3 boneWeightsColored;
uniform sampler2D DiffuseMap;
uniform sampler2D BakeShadowMap;
uniform sampler2D SpecularMap;
uniform sampler2D NormalMap;
uniform sampler2D BakeLightMap;
uniform sampler2D UVTestPattern;
uniform sampler2D TransparencyMap;
uniform sampler2D EmissionMap;
uniform sampler2D DiffuseLayer;
uniform sampler2D MetalnessMap;
uniform sampler2D RoughnessMap;
uniform sampler2D MRA;
uniform sampler2D BOTWSpecularMap;
uniform sampler2D SphereMap;
uniform sampler2D SubSurfaceScatteringMap;
// Viewport Camera/Lighting
uniform mat4 mvpMatrix;
uniform vec3 difLightDirection;
// Viewport Settings
uniform int uvChannel;
uniform int renderType;
uniform int useNormalMap;
uniform vec4 colorSamplerUV;
uniform int renderVertColor;
uniform vec3 difLightColor;
uniform vec3 ambLightColor;
uniform int colorOverride;
uniform float DefaultMetalness;
uniform float DefaultRoughness;
uniform int isTransparent;
// Texture Map Toggles
uniform int HasDiffuse;
uniform int HasNormalMap;
uniform int HasSpecularMap;
uniform int HasShadowMap;
uniform int HasAmbientOcclusionMap;
uniform int HasLightMap;
uniform int HasTransparencyMap;
uniform int HasEmissionMap;
uniform int HasDiffuseLayer;
uniform int HasMetalnessMap;
uniform int HasRoughnessMap;
uniform int HasMRA;
uniform int HasSubSurfaceScatteringMap;
uniform vec4 const_color0;
uniform vec4 base_color_mul_color;
struct VertexAttributes {
vec3 objectPosition;
vec2 texCoord;
vec2 texCoord2;
vec2 texCoord3;
vec4 vertexColor;
vec3 normal;
vec3 viewNormal;
vec3 tangent;
vec3 bitangent;
};
out vec4 fragColor;
#define gamma 2.2
// Defined in Utility.frag.
float Luminance(vec3 rgb);
vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex);
void main()
{
fragColor = vec4(vec3(0), 1);
VertexAttributes vert;
vert.objectPosition = objectPosition;
vert.texCoord = f_texcoord0;
vert.texCoord2 = f_texcoord1;
vert.texCoord3 = f_texcoord2;
vert.vertexColor = vertexColor;
vert.normal = normal;
vert.viewNormal = viewNormal;
vert.tangent = tangent;
vert.bitangent = bitangent;
// Wireframe color.
if (colorOverride == 1)
{
if (renderVertColor == 1)
fragColor = vec4(vertexColor);
else
fragColor = vec4(1);
return;
}
// Calculate shading vectors.
vec3 I = vec3(0,0,-1) * mat3(mvpMatrix);
vec3 N = normal;
if (HasNormalMap == 1 && useNormalMap == 1)
N = CalcBumpedNormal(normal, NormalMap, vert, 0);
// Diffuse lighting.
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
diffuseMapColor *= halfLambert;
// vec3 displayNormal = (N * 0.5) + 0.5;
// fragColor = vec4(displayNormal,1);
fragColor.rgb += diffuseMapColor.rgb;
vec3 color = vec3(1);
vec3 normal = texture(NormalMap, f_texcoord0).rgb;
vec3 specular = texture(SpecularMap, f_texcoord0).rgb;
fragColor.a *= texture(DiffuseMap, f_texcoord0).a;
if (renderVertColor == 1)
fragColor *= min(vert.vertexColor, vec4(1));
fragColor *= min(const_color0, vec4(1));
fragColor *= min(base_color_mul_color, vec4(1));
// if (isTransparent != 1)
// fragColor.a = 1;
}