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https://github.com/MaSzyna-EU07/maszyna.git
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shader reflection color calculation tweak
This commit is contained in:
108
shaders/conversion.glsl
Normal file
108
shaders/conversion.glsl
Normal file
@@ -0,0 +1,108 @@
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vec3 rgb2yuv(vec3 input)
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{
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return
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clamp(
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vec3(
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(0.257 * input.r) + (0.504 * input.g) + (0.098 * input.b) + 0.0625,
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-(0.148 * input.r) - (0.291 * input.g) + (0.439 * input.b) + 0.5,
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(0.439 * input.r) - (0.368 * input.g) - (0.071 * input.b) + 0.5 ),
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0.0, 1.0);
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}
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vec3 yuv2rgb(vec3 input)
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{
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input -= vec3(0.0625, 0.5, 0.5);
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return
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clamp(
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vec3(
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(1.164 * input.r) + (1.596 * input.b),
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(1.164 * input.r) - (0.391 * input.g) - (0.813 * input.b),
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(1.164 * input.r) + (2.018 * input.g) ),
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0.0, 1.0);
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}
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vec3 rgb2hsl( vec3 col )
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{
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float red = col.r;
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float green = col.g;
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float blue = col.b;
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float minc = min( col.r, min( col.g, col.b ));
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float maxc = max( col.r, max( col.g, col.b ));
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float delta = maxc - minc;
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float lum = (minc + maxc) * 0.5;
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float sat = 0.0;
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float hue = 0.0;
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if (lum > 0.0 && lum < 1.0) {
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float mul = (lum < 0.5) ? (lum) : (1.0-lum);
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sat = delta / (mul * 2.0);
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}
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vec3 masks = vec3(
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(maxc == red && maxc != green) ? 1.0 : 0.0,
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(maxc == green && maxc != blue) ? 1.0 : 0.0,
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(maxc == blue && maxc != red) ? 1.0 : 0.0
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);
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vec3 adds = vec3(
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((green - blue ) / delta),
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2.0 + ((blue - red ) / delta),
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4.0 + ((red - green) / delta)
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);
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float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
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hue += dot( adds, masks );
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hue *= deltaGtz;
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hue /= 6.0;
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if (hue < 0.0)
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hue += 1.0;
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return vec3( hue, sat, lum );
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}
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vec3 hsl2rgb( vec3 col )
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{
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const float onethird = 1.0 / 3.0;
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const float twothird = 2.0 / 3.0;
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const float rcpsixth = 6.0;
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float hue = col.x;
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float sat = col.y;
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float lum = col.z;
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vec3 xt = vec3(
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rcpsixth * (hue - twothird),
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0.0,
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rcpsixth * (1.0 - hue)
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);
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if (hue < twothird) {
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xt.r = 0.0;
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xt.g = rcpsixth * (twothird - hue);
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xt.b = rcpsixth * (hue - onethird);
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}
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if (hue < onethird) {
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xt.r = rcpsixth * (onethird - hue);
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xt.g = rcpsixth * hue;
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xt.b = 0.0;
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}
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xt = min( xt, 1.0 );
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float sat2 = 2.0 * sat;
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float satinv = 1.0 - sat;
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float luminv = 1.0 - lum;
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float lum2m1 = (2.0 * lum) - 1.0;
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vec3 ct = (sat2 * xt) + satinv;
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vec3 rgb;
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if (lum >= 0.5) { rgb = (luminv * ct) + lum2m1; }
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else { rgb = lum * ct; }
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return rgb;
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}
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@@ -5,6 +5,10 @@ uniform sampler2DArrayShadow shadowmap;
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uniform sampler2D headlightmap;
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uniform sampler2D headlightmap;
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#include <envmapping.glsl>
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#include <envmapping.glsl>
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#include <conversion.glsl>
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float glossiness = 1.0;
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bool metalic = false;
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float length2(vec3 v)
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float length2(vec3 v)
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{
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{
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@@ -42,9 +46,6 @@ float calc_shadow()
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#endif
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#endif
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}
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}
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float glossiness = 1.0;
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// [0] - diffuse, [1] - specular
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// do magic here
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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{
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{
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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@@ -107,19 +108,31 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
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return part * atten * lightintensity;
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return part * atten * lightintensity;
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}
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}
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bool metalic = false;
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// [0] - diffuse, [1] - specular
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// do magic here
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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{
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fragcolor *= param[1].x;
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vec3 basecolor = param[0].rgb;
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vec3 emissioncolor = param[0].rgb * emission;
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fragcolor *= basecolor;
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vec3 emissioncolor = basecolor * emission;
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vec3 envcolor = envmap_color(fragnormal);
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vec3 envcolor = envmap_color(fragnormal);
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// yuv path
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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// hsl path
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// vec3 texturecolorhsl = rgb2hsl(texturecolor);
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// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
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vec3 envyuv = rgb2yuv(envcolor);
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
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if(lights_count == 0U)
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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// fragcolor *= lights[0].intensity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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@@ -153,6 +166,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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}
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}
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fragcolor += emissioncolor;
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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vec3 specularcolor = specularamount * lights[0].color;
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if ((param[1].w < 0.0) || (metalic == true))
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if ((param[1].w < 0.0) || (metalic == true))
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{
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{
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fragcolor += specularcolor;
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fragcolor += specularcolor;
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@@ -1,111 +1,125 @@
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in vec3 f_normal;
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in vec3 f_normal;
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in vec2 f_coord;
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in vec2 f_coord;
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in vec4 f_pos;
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in vec4 f_pos;
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in mat3 f_tbn;
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in mat3 f_tbn;
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in vec4 f_clip_pos;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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#include <common>
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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layout(location = 1) out vec4 out_motion;
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#endif
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#endif
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#param (color, 0, 0, 4, diffuse)
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, zero)
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#param (reflection, 1, 2, 1, zero)
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#param (glossiness, 1, 3, 1, glossiness)
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#param (glossiness, 1, 3, 1, glossiness)
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#texture (diffuse, 0, sRGB_A)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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uniform sampler2D diffuse;
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#texture (normalmap, 1, RGBA)
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#texture (normalmap, 1, RGBA)
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uniform sampler2D normalmap;
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uniform sampler2D normalmap;
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#define NORMALMAP
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#define NORMALMAP
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#include <light_common.glsl>
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#include <light_common.glsl>
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#include <apply_fog.glsl>
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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#include <tonemapping.glsl>
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vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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{
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 basecolor = param[0].rgb;
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vec3 envcolor = envmap_color(fragnormal);
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fragcolor *= basecolor;
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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vec3 emissioncolor = basecolor * emission;
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vec3 envcolor = envmap_color(fragnormal);
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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// yuv path
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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fragcolor += envcolor * reflectivity;
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
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// hsl path
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glossiness = abs(param[1].w);
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// vec3 texturecolorhsl = rgb2hsl(texturecolor);
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// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
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for (uint i = 1U; i < lights_count; i++)
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{
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vec3 envyuv = rgb2yuv(envcolor);
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light_s light = lights[i];
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
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vec2 part = vec2(0.0);
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if(lights_count == 0U)
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// if (light.type == LIGHT_SPOT)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// part = calc_spot_light(light, fragnormal);
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// else if (light.type == LIGHT_POINT)
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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// part = calc_point_light(light, fragnormal);
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// else if (light.type == LIGHT_DIR)
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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// part = calc_dir_light(light, fragnormal);
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fragcolor += envcolor * reflectivity;
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// else if (light.type == LIGHT_HEADLIGHTS)
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
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part = calc_headlights(light, fragnormal);
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glossiness = abs(param[1].w);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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for (uint i = 1U; i < lights_count; i++)
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}
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{
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light_s light = lights[i];
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if (shadowtone < 1.0)
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vec2 part = vec2(0.0);
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{
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float shadow = calc_shadow();
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// if (light.type == LIGHT_SPOT)
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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// part = calc_spot_light(light, fragnormal);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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// else if (light.type == LIGHT_POINT)
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}
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// part = calc_point_light(light, fragnormal);
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fragcolor += emissioncolor;
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// else if (light.type == LIGHT_DIR)
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fragcolor *= texturecolor;
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// part = calc_dir_light(light, fragnormal);
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// else if (light.type == LIGHT_HEADLIGHTS)
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return fragcolor;
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part = calc_headlights(light, fragnormal);
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}
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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void main()
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}
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{
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vec4 tex_color = texture(diffuse, f_coord);
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if (shadowtone < 1.0)
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{
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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float shadow = calc_shadow();
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if(alphatestfail)
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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discard;
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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// if (tex_color.a < opacity)
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}
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// discard;
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fragcolor += emissioncolor;
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fragcolor *= texturecolor;
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vec3 fragcolor = ambient;
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return fragcolor;
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vec3 normal;
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}
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normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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{
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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vec4 tex_color = texture(diffuse, f_coord);
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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if(alphatestfail)
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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discard;
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#if POSTFX_ENABLED
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// if (tex_color.a < opacity)
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out_color = color;
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// discard;
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#else
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out_color = tonemap(color);
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vec3 fragcolor = ambient;
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#endif
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#if MOTIONBLUR_ENABLED
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vec3 normal;
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{
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normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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out_motion = vec4(a - b, 0.0f, 0.0f);
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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}
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#endif
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fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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}
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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out_motion = vec4(a - b, 0.0f, 0.0f);
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}
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#endif
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||||||
|
}
|
||||||
|
|||||||
@@ -1,116 +1,130 @@
|
|||||||
in vec3 f_normal;
|
in vec3 f_normal;
|
||||||
in vec2 f_coord;
|
in vec2 f_coord;
|
||||||
in vec4 f_pos;
|
in vec4 f_pos;
|
||||||
in mat3 f_tbn;
|
in mat3 f_tbn;
|
||||||
|
|
||||||
in vec4 f_clip_pos;
|
in vec4 f_clip_pos;
|
||||||
in vec4 f_clip_future_pos;
|
in vec4 f_clip_future_pos;
|
||||||
|
|
||||||
#include <common>
|
#include <common>
|
||||||
|
|
||||||
layout(location = 0) out vec4 out_color;
|
layout(location = 0) out vec4 out_color;
|
||||||
#if MOTIONBLUR_ENABLED
|
#if MOTIONBLUR_ENABLED
|
||||||
layout(location = 1) out vec4 out_motion;
|
layout(location = 1) out vec4 out_motion;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#param (color, 0, 0, 4, diffuse)
|
#param (color, 0, 0, 4, diffuse)
|
||||||
#param (diffuse, 1, 0, 1, diffuse)
|
#param (diffuse, 1, 0, 1, diffuse)
|
||||||
#param (specular, 1, 1, 1, specular)
|
#param (specular, 1, 1, 1, specular)
|
||||||
#param (reflection, 1, 2, 1, zero)
|
#param (reflection, 1, 2, 1, zero)
|
||||||
#param (glossiness, 1, 3, 1, glossiness)
|
#param (glossiness, 1, 3, 1, glossiness)
|
||||||
|
|
||||||
#texture (diffuse, 0, sRGB_A)
|
#texture (diffuse, 0, sRGB_A)
|
||||||
uniform sampler2D diffuse;
|
uniform sampler2D diffuse;
|
||||||
|
|
||||||
#texture (normalmap, 1, RGBA)
|
#texture (normalmap, 1, RGBA)
|
||||||
uniform sampler2D normalmap;
|
uniform sampler2D normalmap;
|
||||||
|
|
||||||
#texture (specgloss, 2, RGBA)
|
#texture (specgloss, 2, RGBA)
|
||||||
uniform sampler2D specgloss;
|
uniform sampler2D specgloss;
|
||||||
|
|
||||||
|
|
||||||
#define NORMALMAP
|
#define NORMALMAP
|
||||||
#include <light_common.glsl>
|
#include <light_common.glsl>
|
||||||
#include <apply_fog.glsl>
|
#include <apply_fog.glsl>
|
||||||
#include <tonemapping.glsl>
|
#include <tonemapping.glsl>
|
||||||
|
|
||||||
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
|
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
|
||||||
{
|
{
|
||||||
vec3 emissioncolor = param[0].rgb * emission;
|
vec3 basecolor = param[0].rgb;
|
||||||
vec3 envcolor = envmap_color(fragnormal);
|
|
||||||
|
fragcolor *= basecolor;
|
||||||
if(lights_count == 0U)
|
|
||||||
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
|
vec3 emissioncolor = basecolor * emission;
|
||||||
|
vec3 envcolor = envmap_color(fragnormal);
|
||||||
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
|
|
||||||
|
// yuv path
|
||||||
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
|
vec3 texturecoloryuv = rgb2yuv(texturecolor);
|
||||||
fragcolor += envcolor * reflectivity;
|
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
|
||||||
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
|
// hsl path
|
||||||
|
// vec3 texturecolorhsl = rgb2hsl(texturecolor);
|
||||||
for (uint i = 1U; i < lights_count; i++)
|
// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
|
||||||
{
|
|
||||||
light_s light = lights[i];
|
vec3 envyuv = rgb2yuv(envcolor);
|
||||||
vec2 part = vec2(0.0);
|
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
|
||||||
|
|
||||||
// if (light.type == LIGHT_SPOT)
|
if(lights_count == 0U)
|
||||||
// part = calc_spot_light(light, fragnormal);
|
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
|
||||||
// else if (light.type == LIGHT_POINT)
|
|
||||||
// part = calc_point_light(light, fragnormal);
|
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
|
||||||
// else if (light.type == LIGHT_DIR)
|
|
||||||
// part = calc_dir_light(light, fragnormal);
|
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
|
||||||
// else if (light.type == LIGHT_HEADLIGHTS)
|
fragcolor += envcolor * reflectivity;
|
||||||
part = calc_headlights(light, fragnormal);
|
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
|
||||||
|
|
||||||
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
|
for (uint i = 1U; i < lights_count; i++)
|
||||||
}
|
{
|
||||||
|
light_s light = lights[i];
|
||||||
if (shadowtone < 1.0)
|
vec2 part = vec2(0.0);
|
||||||
{
|
|
||||||
float shadow = calc_shadow();
|
// if (light.type == LIGHT_SPOT)
|
||||||
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
|
// part = calc_spot_light(light, fragnormal);
|
||||||
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
|
// else if (light.type == LIGHT_POINT)
|
||||||
}
|
// part = calc_point_light(light, fragnormal);
|
||||||
fragcolor += emissioncolor;
|
// else if (light.type == LIGHT_DIR)
|
||||||
fragcolor *= texturecolor;
|
// part = calc_dir_light(light, fragnormal);
|
||||||
|
// else if (light.type == LIGHT_HEADLIGHTS)
|
||||||
return fragcolor;
|
part = calc_headlights(light, fragnormal);
|
||||||
}
|
|
||||||
|
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
|
||||||
void main()
|
}
|
||||||
{
|
|
||||||
vec4 tex_color = texture(diffuse, f_coord);
|
if (shadowtone < 1.0)
|
||||||
|
{
|
||||||
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
|
float shadow = calc_shadow();
|
||||||
if(alphatestfail)
|
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
|
||||||
discard;
|
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
|
||||||
// if (tex_color.a < opacity)
|
}
|
||||||
// discard;
|
fragcolor += emissioncolor;
|
||||||
|
fragcolor *= texturecolor;
|
||||||
vec3 fragcolor = ambient;
|
|
||||||
|
return fragcolor;
|
||||||
vec3 normal;
|
}
|
||||||
normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
|
|
||||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
void main()
|
||||||
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
|
{
|
||||||
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
vec4 tex_color = texture(diffuse, f_coord);
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
|
||||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
if(alphatestfail)
|
||||||
|
discard;
|
||||||
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
// if (tex_color.a < opacity)
|
||||||
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
// discard;
|
||||||
#if POSTFX_ENABLED
|
|
||||||
out_color = color;
|
vec3 fragcolor = ambient;
|
||||||
#else
|
|
||||||
out_color = tonemap(color);
|
vec3 normal;
|
||||||
#endif
|
normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
|
||||||
#if MOTIONBLUR_ENABLED
|
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||||
{
|
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
|
||||||
vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
|
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||||
vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
|
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||||
out_motion = vec4(a - b, 0.0f, 0.0f);
|
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||||
}
|
|
||||||
#endif
|
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||||
}
|
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
||||||
|
#if POSTFX_ENABLED
|
||||||
|
out_color = color;
|
||||||
|
#else
|
||||||
|
out_color = tonemap(color);
|
||||||
|
#endif
|
||||||
|
#if MOTIONBLUR_ENABLED
|
||||||
|
{
|
||||||
|
vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
|
||||||
|
vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
|
||||||
|
|
||||||
|
out_motion = vec4(a - b, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user