276 lines
7.4 KiB
GLSL
276 lines
7.4 KiB
GLSL
#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 vec3 difLightDirection;
|
|
uniform mat4 mtxCam;
|
|
uniform mat4 mtxMdl;
|
|
|
|
// 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 vec4 pickingColor;
|
|
|
|
uniform int isTransparent;
|
|
|
|
uniform vec3 materialSelectColor;
|
|
|
|
// 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;
|
|
|
|
uniform vec4 const_color0;
|
|
uniform vec3 albedo_tex_color;
|
|
|
|
// Shader Options
|
|
uniform float uking_texture2_texcoord;
|
|
uniform float bake_shadow_type;
|
|
uniform float bake_light_type;
|
|
|
|
uniform float bake_calc_type;
|
|
|
|
uniform float enable_fresnel;
|
|
uniform float enable_emission;
|
|
uniform float cSpecularType;
|
|
|
|
// 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;
|
|
|
|
// Channel Toggles
|
|
uniform int renderR;
|
|
uniform int renderG;
|
|
uniform int renderB;
|
|
uniform int renderAlpha;
|
|
|
|
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
|
|
|
|
struct BakedData
|
|
{
|
|
float shadowIntensity;
|
|
float aoIntensity;
|
|
vec3 indirectLighting;
|
|
};
|
|
|
|
// Defined in Utility.frag.
|
|
float Luminance(vec3 rgb);
|
|
|
|
// Defined in BFRESTurboShadow.frag.
|
|
BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordBake0, vec2 texCoordBake1, int ShadowType, int LightType, int CalcType, vec3 NormalMap);
|
|
|
|
// Defined in BFRES_Utility.frag.
|
|
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);
|
|
vec3 SpecularPass(vec3 I, vec3 normal, int HasSpecularMap, sampler2D SpecularMap, vec3 specular_color, VertexAttributes vert, float texCoordIndex);
|
|
vec3 ReflectionPass(vec3 N, vec3 I, vec4 diffuseMap, float SpecularAmount, float aoBlend, vec3 tintColor, VertexAttributes vert);
|
|
|
|
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(mtxMdl * mtxCam);
|
|
|
|
int NormalMapUVIndex = 0;
|
|
|
|
if (uking_texture2_texcoord == 1)
|
|
NormalMapUVIndex = 1;
|
|
|
|
vec3 N = normal;
|
|
if (HasNormalMap == 1 && useNormalMap == 1)
|
|
N = CalcBumpedNormal(normal, NormalMap, vert, NormalMapUVIndex);
|
|
|
|
|
|
|
|
// Light Map
|
|
vec4 LightMapColor = texture(BakeLightMap, f_texcoord2);
|
|
|
|
BakedData ShadowBake = ShadowMapBaked(BakeShadowMap,BakeLightMap, f_texcoord1, f_texcoord2, int(bake_shadow_type),int(bake_light_type), int(bake_calc_type), N );
|
|
|
|
// Diffuse lighting.
|
|
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
|
|
|
|
//Texture Overlay (Like an emblem in mk8)
|
|
if (HasDiffuseLayer == 1)
|
|
fragColor += vec4(texture(DiffuseLayer, f_texcoord3).rgb, 1) * vec4(1);
|
|
|
|
// Default Shader
|
|
vec4 alpha = texture2D(DiffuseMap, f_texcoord0).aaaa;
|
|
|
|
if (HasTransparencyMap == 1)
|
|
{
|
|
// TODO: Finish this
|
|
alpha = texture2D(TransparencyMap, f_texcoord0).rgba;
|
|
alpha *= 0.5;
|
|
}
|
|
|
|
vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
|
|
diffuseMapColor *= halfLambert;
|
|
|
|
vec3 LightingDiffuse = vec3(0);
|
|
if (HasLightMap == 1)
|
|
{
|
|
vec3 LightIntensity = vec3(0.1);
|
|
LightingDiffuse += ShadowBake.indirectLighting.rgb * LightIntensity;
|
|
}
|
|
diffuseMapColor.rgb += LightingDiffuse;
|
|
|
|
vec3 LightDiffuse = vec3(0.03);
|
|
//diffuseMapColor.rgb += mix(LightingDiffuse, diffuseMapColor.rgb, vec3(ShadowBake.shadowIntensity) );
|
|
|
|
fragColor.rgb += diffuseMapColor.rgb;
|
|
|
|
vec3 color = vec3(1);
|
|
vec3 normal = texture(NormalMap, f_texcoord0).rgb;
|
|
vec3 specular = texture(SpecularMap, f_texcoord0).rgb;
|
|
|
|
float aoBlend = 1;
|
|
if (HasShadowMap == 1)
|
|
{
|
|
if (bake_shadow_type == 0)
|
|
{
|
|
aoBlend = texture(BakeShadowMap, f_texcoord1).r;
|
|
fragColor.rgb *= aoBlend;
|
|
}
|
|
if (bake_shadow_type == 2)
|
|
{
|
|
aoBlend = texture(BakeShadowMap, f_texcoord1).r;
|
|
// fragColor *= aoBlend;
|
|
|
|
//For this it will need a frame buffer to be used
|
|
vec4 ShadowTex = vec4(texture(BakeShadowMap, f_texcoord1).ggg, 1);
|
|
}
|
|
}
|
|
|
|
float SpecularAmount = 0;
|
|
|
|
if (HasSpecularMap == 1)
|
|
{
|
|
SpecularAmount = texture(SpecularMap, f_texcoord0).r;
|
|
}
|
|
|
|
vec3 tintColor = vec3(1);
|
|
|
|
// Render Passes
|
|
if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
|
|
fragColor.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
|
|
fragColor.rgb += SpecularPass(I, N, HasSpecularMap, SpecularMap, specular_color, vert, 0);
|
|
fragColor.rgb += ReflectionPass(N, I, diffuseMapColor,SpecularAmount, aoBlend, tintColor, vert);
|
|
|
|
fragColor.rgb *= pickingColor.rgb;
|
|
|
|
if (isTransparent == 1)
|
|
fragColor.a *= texture(DiffuseMap, f_texcoord0).a;
|
|
|
|
|
|
fragColor.rgb *= min(boneWeightsColored, vec3(1));
|
|
|
|
if (renderVertColor == 1)
|
|
fragColor *= min(vert.vertexColor, vec4(1));
|
|
|
|
fragColor *= min(vec4(albedo_tex_color, 1), vec4(1));
|
|
|
|
fragColor.rgb += materialSelectColor * 0.5f;
|
|
|
|
// 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;
|
|
}
|