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mirror of synced 2024-12-04 20:08:00 +01:00
Switch-Toolbox/Toolbox/Shader/Bfres/BFRES_Debug.frag
KillzXGaming cd57a856fc Add improvements from yesterday.
PBR shader slghtly improved.
Skyobx toggle now works while viewport is active,
Cubemaps now have a check wether or not the file given is a valid cube map dds.
Update column sizing so forms load much faster
Option to right click and clear paths in settings if set
2019-05-15 15:35:05 -04:00

330 lines
8.2 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;
// Viewport Camera/Lighting
uniform mat4 mtxMdl;
uniform mat4 mtxCam;
uniform vec3 specLightDirection;
uniform vec3 difLightDirection;
uniform mat4 projMatrix;
uniform mat4 normalMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 rotationMatrix;
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 TeamColorMap;
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;
// 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 int roughnessAmount;
uniform int UseAOMap;
uniform int UseCavityMap;
uniform int UseMetalnessMap;
uniform int UseRoughnessMap;
int isTransparent;
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);
// 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);
vec2 displayTexCoord = f_texcoord0;
void main()
{
fragColor = vec4(vec3(0), 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.viewNormal = viewNormal;
vert.tangent = tangent;
vert.bitangent = bitangent;
// Wireframe color.
if (colorOverride == 1)
{
if (renderVertColor == 1)
fragColor = vec4(vertexColor);
else
fragColor = vec4(1);
return;
}
vec3 N = normal;
if (HasNormalMap == 1 && useNormalMap == 1)
N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord);
float metallic = 0;
float roughness = 1;
float specIntensity = 1;
float ao = 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;
specIntensity = texture(MRA, f_texcoord0).b;
ao = texture(MRA, f_texcoord0).a;
}
else if (HasShadowMap == 1)
{
ao = texture(BakeShadowMap, f_texcoord1).r;
}
if (HasMetalnessMap == 1)
{
metallic = texture(MetalnessMap, displayTexCoord).r;
}
if (HasRoughnessMap == 1)
{
roughness = texture(RoughnessMap, displayTexCoord).r;
}
if (HasSpecularMap == 1)
{
specIntensity = texture(SpecularMap, f_texcoord0).r;
}
if (renderType == 1) // normals vertexColor
{
vec3 displayNormal = (N * 0.5) + 0.5;
fragColor = vec4(displayNormal,1);
}
else if (renderType == 2) // Lighting
{
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
fragColor = vec4(vec3(halfLambert), 1);
}
else if (renderType == 4) //Display Normal
{
if (uking_texture2_texcoord == 1)
fragColor.rgb = texture(NormalMap, f_texcoord1).rgb;
else
fragColor.rgb = texture(NormalMap, displayTexCoord).rgb;
}
else if (renderType == 3) //DiffuseColor
fragColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
else if (renderType == 5) // vertexColor
fragColor = vertexColor;
else if (renderType == 6) //Display Ambient Occlusion
{
fragColor = vec4(vec3(ao), 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 bitangents
{
vec3 displayBitangent = (bitangent * 0.5) + 0.5;
if (dot(bitangent, vec3(1)) == 0)
displayBitangent = vec3(0);
fragColor = vec4(displayBitangent,1);
}
else if (renderType == 12)
{
fragColor.rgb = boneWeightsColored;
}
else if (renderType == 11) //Light map
{
if (HasLightMap == 1)
{
vec4 lightMap = texture(BakeLightMap, f_texcoord2);
fragColor = vec4(lightMap.rgb, 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 13) //Specular
{
fragColor = vec4(vec3(specIntensity), 1);
}
else if (renderType == 14) //Shadow
{
if (HasShadowMap == 1)
{
float Shadow = texture(BakeShadowMap, f_texcoord1).g;
fragColor = vec4(vec3(Shadow), 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 15) //MetalnessMap
{
fragColor = vec4(vec3(metallic), 1);
}
else if (renderType == 16) //RoughnessMap
{
fragColor = vec4(vec3(roughness), 1);
}
else if (renderType == 17) //SubSurfaceScatteringMap
{
if (HasSubSurfaceScatteringMap == 1)
{
vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb;
fragColor = vec4(sss, 1);
}
else
{
fragColor = vec4(1);
}
}
else if (renderType == 18) //EmmissionMap
{
if (HasEmissionMap == 1)
{
vec3 emm = texture(EmissionMap, displayTexCoord).rgb;
fragColor = vec4(emm, 1);
}
else
{
fragColor = vec4(1);
}
}
// 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;
}