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mirror of synced 2024-12-11 07:16:05 +01:00
Switch-Toolbox/Toolbox/Shader/Bfres/BFRES.frag
KillzXGaming 67d1b6920a Some improvements from yesterday. Start to improve uv editor.
Basic tex 3ds support
BC4 textures will be rendered grayscale in opengl (not using opengl decoder)
Fix a few format issues with 3ds
Mip total method is one function in STGeneric texture
Weight format default to floats again until i find a proper fix for the 888 unform format.
2019-05-13 15:29:40 -04:00

277 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;
uniform float cIsEnableNormalMap;
// 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 || cIsEnableNormalMap == 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;
}