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Switch-Toolbox/Toolbox/Shader/GenericShader.frag

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GLSL
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#version 330
in vec3 objectPosition;
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
in vec3 normal;
in vec4 vertexColor;
in vec3 tangent;
in vec3 binormal;
in vec3 boneWeightsColored;
// Viewport Camera/Lighting
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform vec3 specLightDirection;
uniform vec3 difLightDirection;
uniform mat4 projMatrix;
uniform mat4 normalMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 rotationMatrix;
uniform int colorOverride;
uniform int renderType;
uniform int renderVertColor;
uniform mat4 modelview;
uniform int uvChannel;
// Texture Samplers
uniform sampler2D DiffuseMap;
uniform sampler2D BakeShadowMap;
uniform sampler2D NormalMap;
uniform sampler2D BakeLightMap;
uniform sampler2D UVTestPattern;
uniform sampler2D EmissionMap;
uniform sampler2D SpecularMap;
uniform sampler2D DiffuseLayer;
uniform sampler2D MetalnessMap;
uniform sampler2D RoughnessMap;
uniform sampler2D ProjectionMap;
uniform sampler2D SphereMap;
// Texture Map Toggles
uniform int HasDiffuse;
uniform int HasNormalMap;
uniform int HasSpecularMap;
uniform int HasShadowMap;
uniform int HasAmbientOcclusionMap;
uniform int HasLightMap;
uniform int HasEmissionMap;
uniform int HasDiffuseLayer;
uniform int HasMetalnessMap;
uniform int HasRoughnessMap;
uniform int HasProjectionMap;
// Diffuse Channel Toggles
uniform int RedChannel;
uniform int GreenChannel;
uniform int BlueChannel;
uniform int AlphaChannel;
uniform samplerCube irradianceMap;
uniform samplerCube specularIbl;
uniform sampler2D brdfLUT;
int isTransparent;
out vec4 fragColor;
struct VertexAttributes {
vec3 objectPosition;
vec2 texCoord;
vec2 texCoord2;
vec2 texCoord3;
vec4 vertexColor;
vec3 normal;
vec3 viewNormal;
vec3 tangent;
vec3 binormal;
};
#define gamma 2.2
const float PI = 3.14159265359;
// Shader code adapted from learnopengl.com's PBR tutorial:
// https://learnopengl.com/PBR/Theory
//In Utility.frag
float GetComponent(int Type, vec4 Texture);
void main()
{
fragColor = vec4(0);
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// Create a struct for passing all the vertex attributes to other functions.
VertexAttributes vert;
vert.objectPosition = objectPosition;
vert.texCoord = f_texcoord0;
vert.texCoord2 = f_texcoord1;
vert.texCoord3 = f_texcoord2;
vert.vertexColor = vertexColor;
vert.normal = normal;
vert.tangent = tangent;
vert.binormal = binormal;
float specIntensity = 1;
// Wireframe color.
if (colorOverride == 1)
{
fragColor = vec4(1);
return;
}
vec3 albedo = vec3(0.5);
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if (HasDiffuse == 1)
{
vec4 DiffuseTex = pow(texture(DiffuseMap, f_texcoord0).rgba, vec4(gamma));
//Comp Selectors
albedo.r = GetComponent(RedChannel, DiffuseTex);
albedo.g = GetComponent(GreenChannel, DiffuseTex);
albedo.b = GetComponent(BlueChannel, DiffuseTex);
}
// Diffuse lighting.
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
albedo *= halfLambert;
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fragColor.rgb += albedo.rgb;
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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if (renderVertColor == 1)
fragColor *= min(vert.vertexColor, vec4(1));
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// Global brightness adjustment.
// fragColor.rgb *= 1.5;
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//Debug Shading
vec2 displayTexCoord = f_texcoord0;
if (uvChannel == 1)
displayTexCoord = f_texcoord0;
if (uvChannel == 2)
displayTexCoord = f_texcoord1;
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if (uvChannel == 3)
displayTexCoord = f_texcoord2;
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vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
if (renderType == 1) // normals color
fragColor = vec4(displayNormal.rgb,1);
else if (renderType == 2)
{
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
fragColor = vec4(vec3(halfLambert), 1);
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}
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(1);
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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 binormals
{
vec3 displayBinormal = (binormal * 0.5) + 0.5;
if (dot(binormal, vec3(1)) == 0)
displayBinormal = vec3(0);
fragColor = vec4(displayBinormal,1);
}
else if (renderType == 12)
{
fragColor.rgb = boneWeightsColored;
}
}