1
0
mirror of synced 2024-12-04 20:08:00 +01:00
Switch-Toolbox/Toolbox/Shader/Bfres/BFRES_Debug.frag
KillzXGaming 6d7579e6e0 More improvements.
Camera is now centerd when a bfres is selected. This will apply to reseting the camera aswell. The method is based on Smash Forge so thanks to the devs for it.
Start on bfsha program linking for bfres materials. Dunno how far i'll take this.
Basic ortho mode added. Needs improvements to zoom in and mainly just changes the projection matrix to ortho atm. Controls are not altered.
2019-05-21 18:08:57 -04:00

337 lines
8.4 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;
// 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()
{
if (uvChannel == 1)
displayTexCoord = f_texcoord0;
if (uvChannel == 2)
displayTexCoord = f_texcoord2;
if (uvChannel == 3)
displayTexCoord = f_texcoord3;
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;
ao = texture(MRA, f_texcoord0).b;
specIntensity = 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;
}