#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 vec4 vertexColor; in vec3 tangent; in vec3 bitangent; 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 vec4 pickingColor; uniform int useImageBasedLighting; uniform int enableCellShading; uniform vec3 camPos; uniform vec3 light1Pos; const float levels = 3.0; // 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; // Channel Toggles uniform int renderR; uniform int renderG; uniform int renderB; uniform int renderAlpha; // Texture Samplers uniform sampler2D DiffuseMap; uniform sampler2D BakeShadowMap; uniform sampler2D NormalMap; uniform sampler2D BakeLightMap; uniform sampler2D UVTestPattern; uniform sampler2D TransparencyMap; uniform sampler2D EmissionMap; uniform sampler2D SpecularMap; uniform sampler2D DiffuseLayer; uniform sampler2D MetalnessMap; uniform sampler2D RoughnessMap; uniform sampler2D MRA; uniform sampler2D BOTWSpecularMap; uniform sampler2D SphereMap; uniform sampler2D SubSurfaceScatteringMap; uniform samplerCube irradianceMap; uniform samplerCube specularIbl; uniform sampler2D brdfLUT; // Shader Params uniform float normal_map_weight; uniform float ao_density; uniform float emission_intensity; uniform vec4 fresnelParams; uniform vec4 base_color_mul_color; uniform vec3 emission_color; uniform vec3 specular_color; // Shader Options uniform float uking_texture2_texcoord; uniform float bake_shadow_type; uniform float enable_fresnel; uniform float enable_emission; uniform float cSpecularType; // Shader Options uniform float bake_light_type; uniform float bake_calc_type; // 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 HasBOTWSpecularMap; uniform int HasSubSurfaceScatteringMap; uniform int roughnessAmount; uniform int UseAOMap; uniform int UseCavityMap; uniform int UseMetalnessMap; uniform int UseRoughnessMap; int isTransparent; // Diffuse Channel Toggles uniform int RedChannel; uniform int GreenChannel; uniform int BlueChannel; uniform int AlphaChannel; 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 const float PI = 3.14159265359; struct BakedData { float shadowIntensity; float aoIntensity; vec3 indirectLighting; }; // Defined in BFRES_Utility.frag. BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordBake0, vec2 texCoordBake1, int ShadowType, int LightType, int CalcType, vec3 NormalMap); vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex); //float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density); vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color); // Shader code adapted from learnopengl.com's PBR tutorial: // https://learnopengl.com/PBR/Theory vec3 FresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness*roughness; float a2 = a*a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH*NdotH; float num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / denom; } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float num = NdotV; float denom = NdotV * (1.0 - k) + k; return num / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 saturation(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); } float GetComponent(int Type, vec4 Texture); void main() { bool RenderAsLighting = renderType == 2; fragColor = vec4(1); // 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.bitangent = bitangent; vec3 lightColor = vec3(10); // Wireframe color. if (colorOverride == 1) { fragColor = vec4(1); return; } vec3 albedo = vec3(1); 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); } float metallic = 0; if (HasMetalnessMap == 1) metallic = texture(MetalnessMap, f_texcoord0).r; float roughness = 0.5; if (HasRoughnessMap == 1) roughness = texture(RoughnessMap, f_texcoord0).r; float ao = 1; if (HasShadowMap == 1 && bake_shadow_type == 0 || UseAOMap == 1) ao = texture(BakeShadowMap, f_texcoord1).r; float shadow = 1; if (HasShadowMap == 1 && bake_shadow_type == 1) shadow = texture(BakeShadowMap, f_texcoord1).g; float cavity = 1; vec3 emissionTerm = vec3(0); if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map emissionTerm.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color); vec3 lightMapColor = vec3(1); float lightMapIntensity = 0; if (HasLightMap == 1) { lightMapColor = texture(BakeLightMap, f_texcoord1).rgb; lightMapIntensity = texture(BakeLightMap, f_texcoord1).a; } if (RenderAsLighting) { metallic = 0; roughness = 1; } float specIntensity = 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 = texture(MRA, f_texcoord0).a; } // Calculate shading vectors. vec3 I = vec3(0,0,-1) * mat3(mtxCam); vec3 N = normal; if (HasNormalMap == 1 && useNormalMap == 1) N = CalcBumpedNormal(normal, NormalMap, vert, 0); vec3 V = normalize(I); // view vec3 L = normalize(specLightDirection); // Light vec3 H = normalize(specLightDirection + I); // half angle vec3 R = reflect(-I, N); // reflection vec3 f0 = mix(vec3(0.04), albedo, metallic); // dialectric vec3 kS = FresnelSchlickRoughness(max(dot(N, V), 0.0), f0, roughness); vec3 kD = 1.0 - kS; kD *= 1.0 - metallic; BakedData ShadowBake = ShadowMapBaked(BakeShadowMap,BakeLightMap, f_texcoord1, f_texcoord2, int(bake_shadow_type),int(bake_light_type), int(bake_calc_type), N ); vec3 LightingDiffuse = vec3(0); if (HasLightMap == 1) { vec3 LightIntensity = vec3(0.1); LightingDiffuse += ShadowBake.indirectLighting.rgb * LightIntensity; } // shadow *= ShadowBake.shadowIntensity; // ao *= ShadowBake.aoIntensity; // Diffuse pass vec3 diffuseIblColor = texture(irradianceMap, N).rgb; vec3 diffuseTerm = diffuseIblColor * albedo; diffuseTerm *= kD; diffuseTerm *= cavity; diffuseTerm *= ao; diffuseTerm *= shadow; diffuseTerm += LightingDiffuse; // Adjust for metalness. diffuseTerm *= clamp(1 - metallic, 0, 1); diffuseTerm *= vec3(1) - kS.xxx; // // Specular pass. int maxSpecularLod = 8; vec3 specularIblColor = textureLod(specularIbl, R, roughness * maxSpecularLod).rgb; vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg; vec3 brdfTerm = (kS * envBRDF.x + envBRDF.y); // vec3 specularTerm = specularIblColor * (kS * brdfTerm.x + brdfTerm.y) * specIntensity; vec3 specularTerm = specularIblColor * brdfTerm * specIntensity; // Add render passes. fragColor.rgb = vec3(0); fragColor.rgb += diffuseTerm; fragColor.rgb += specularTerm; fragColor.rgb += emissionTerm; // Global brightness adjustment. fragColor.rgb *= 2.5; fragColor *= min(pickingColor, vec4(1)); fragColor.rgb *= min(boneWeightsColored, vec3(1)); // HDR tonemapping fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0)); // Convert back to sRGB. fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma)); // Alpha calculations. float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0)); fragColor.a = alpha; if (RenderAsLighting) { fragColor.rgb = specularTerm; fragColor.rgb += emissionTerm; fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0)); fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma)); } // 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; }