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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 22:49:16 +01:00

Make the material shaders physically based

This commit is contained in:
2026-10-20 18:39:31 +02:00
parent cf36b24e8d
commit 7d0f76aaa9
20 changed files with 288 additions and 258 deletions

View File

@@ -30,58 +30,6 @@ uniform sampler2D normalmap;
#include <apply_fog.glsl>
#include <tonemapping.glsl>
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
// diffuse colour applied once, to the albedo (see material_diffuse() in light_common.glsl)
texturecolor *= material_diffuse();
// Cab interior: dim ambient less than the exterior path because
// ambient is the dominant indoor illumination. 0.80 trims the
// brightest faces without making the cab feel under-lit.
fragcolor *= 0.80;
vec3 emissioncolor = vec3(emission);
vec3 envcolor = envmap_color(fragnormal);
// yuv path
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
// hsl path
// vec3 texturecolorhsl = rgb2hsl(texturecolor);
// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity);
if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen N.L for stronger contrast between lit and shaded cab
// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
float diffuseamount = sun_NdotL * lights[0].intensity;
// the clouds hold back the sun where their shadow falls, as the shadow map does
float cloudsun = cloud_shadow(mat3(inv_view) * f_pos.xyz);
fragcolor += envcolor * reflectivity;
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * cloudsun;
glossiness = abs(param[1].w);
fragcolor = add_headlights(fragcolor, fragnormal);
if (shadowtone < 1.0)
{
float shadow = max(calc_shadow(), 1.0 - cloudsun);
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
}
fragcolor += emissioncolor;
fragcolor *= texturecolor;
return fragcolor;
}
void main()
{
vec4 tex_color = texture(diffuse, f_coord);
@@ -100,6 +48,7 @@ void main()
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
legacy_gloss();
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);