#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; uniform int isTransparent; uniform int HasNoNormals; 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); // 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); float alpha = 1.0f; 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); alpha = GetComponent(AlphaChannel, DiffuseTex); } // Diffuse lighting. if (HasNoNormals == 0) { float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5; albedo *= halfLambert; } fragColor.rgb += albedo.rgb; fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma)); if (renderVertColor == 1) fragColor *= min(vert.vertexColor, vec4(1)); // Global brightness adjustment. // fragColor.rgb *= 1.5; fragColor.a = 1; if (isTransparent == 1) { fragColor.a = alpha; } //Debug Shading vec2 displayTexCoord = f_texcoord0; if (uvChannel == 1) displayTexCoord = f_texcoord0; if (uvChannel == 2) displayTexCoord = f_texcoord1; if (uvChannel == 3) displayTexCoord = f_texcoord2; vec3 displayNormal = (normal.xyz * 0.5) + 0.5; // Diffuse lighting. if (HasNoNormals == 1) { displayNormal = vec3(1); } 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); } 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 == 4) //Display Normal fragColor.rgb = texture(NormalMap, displayTexCoord).rgb; else if (renderType == 5) // vertexColor fragColor = vertexColor; else if (renderType == 6) //Display Ambient Occlusion fragColor = vec4(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 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; } }