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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-24 13:35:24 +02:00
feat(track): parallax track materials blended at the joints
This commit is contained in:
@@ -763,12 +763,14 @@ namespace {
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char const *const blend_normal_shaders[] = { "normalmap", "sunlessnormalmap", "shadowlessnormalmap" };
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char const *const blend_specgloss_shaders[] = { "normalmap_specgloss", "sunlessnormalmap_specgloss", "shadowlessnormalmap_specgloss" };
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int constexpr blend_specgloss { 4 }; // added to the lighting for a material with a specgloss map
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int constexpr blend_parallax { 8 }; // added to the lighting (1, normalmap) of a parallax material
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std::string
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blend_shader( int const Lighting, bool const Grain ) {
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std::string name { "trackblend" };
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if( Lighting & blend_specgloss ) { name += "_specgloss"; }
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else if( Lighting & blend_parallax ) { name += "_parallax"; }
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else if( Lighting > 0 ) { name += "_normalmap"; }
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return ( Grain ? name + "_grain" : name );
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}
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@@ -809,6 +811,9 @@ material_manager::blend_lighting( material_handle const Material ) {
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}
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else if( conf.size() == 2 && has( "normalmap" ) ) {
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lit_as( blend_normal_shaders, 0 );
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if( material.shader == GfxRenderer->Fetch_Shader( "parallax" ) ) {
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lighting = 1 + blend_parallax;
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}
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}
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else if( conf.size() == 3 && has( "normalmap" ) && has( "specgloss" ) ) {
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lit_as( blend_specgloss_shaders, blend_specgloss );
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@@ -840,7 +845,7 @@ material_manager::blend_lighting( material_handle const Material ) {
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WriteLog(
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"track blend: material \"" + material.name + "\" isn't blended:"
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+ ( material.is_good ? "" : " not good;" )
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+ ( material.shader ? " a shader with the textures " + textures + ";" : " no shader;" )
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+ ( material.shader ? " shader \"" + GfxRenderer->Shader_Name( material.shader ) + "\" with the textures " + textures + ";" : " no shader;" )
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+ ( material.texture_variants.empty() ? "" : " texture variants;" )
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+ ( material.params[ 2 ].w < 0.f ? " tinted;" : "" ) );
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}
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@@ -872,7 +877,7 @@ material_manager::build_blend( blend_key const &Key, opengl_material &Blend ) {
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auto const found { source.shader->texture_conf.find( Name ) };
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return ( found != source.shader->texture_conf.end() ? source.textures[ found->second.id ] : null_handle );
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};
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// the slots of the textures in the blending shaders (mat_trackblend*.frag): with a specgloss map there's room for the textures
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// the slots of the textures in the blending shaders (mat_trackblend*.frag), parallax as normalmap: with a specgloss map there's room for the textures
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// of two ends alone, p1 and p2, which is all the rails of a plain track have
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auto const normals { lighting > 0 };
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auto const specgloss { ( lighting & blend_specgloss ) != 0 };
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@@ -153,7 +153,7 @@ public:
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material_handle
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create_blend( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain );
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// whether the material can be blended so: a diffuse texture lit as mat_default, or with a normal map (and a specgloss map)
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// lit as normalmap, sunlessnormalmap or shadowlessnormalmap (and their _specgloss); not tinted. the blending materials take the
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// lit as normalmap, sunlessnormalmap or shadowlessnormalmap (and their _specgloss), or parallax; not tinted. the blending materials take the
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// textures of another season or weather with the materials they blend
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bool
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blendable( material_handle const Material );
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@@ -179,7 +179,7 @@ private:
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material_handle
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find_in_databank( std::string const &Materialname ) const;
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// how the material is lit, of the materials a track blends: 0 as mat_default, 1 normalmap, 2 sunlessnormalmap,
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// 3 shadowlessnormalmap, 4 more for their _specgloss; -1 where it can't be blended
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// 3 shadowlessnormalmap, 4 more for their _specgloss, 9 parallax; -1 where it can't be blended
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int
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blend_lighting( material_handle const Material );
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// the blending material made of the current textures of the materials. returns: false when they can't be blended
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@@ -2860,6 +2860,14 @@ bool opengl46_renderer::Blendable_Material(material_handle const Material)
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return m_materials.blendable(Material);
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}
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std::string opengl46_renderer::Shader_Name(std::shared_ptr<gl::program> const &Program) const
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{
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for (auto const &shader : m_shaders)
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if (shader.second == Program)
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return shader.first;
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return {};
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}
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std::shared_ptr<gl::program> opengl46_renderer::Fetch_Shader(const std::string &name)
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{
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auto it = m_shaders.find(name);
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@@ -4396,7 +4404,8 @@ int opengl46_renderer::Prepass_Class( material_handle const Material )
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"default", "default_1", "default_2", "default_detail", "default_specgloss",
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"detail_normalmap", "detail_normalmap_specgloss", "normalmap", "normalmap_specgloss",
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"reflmap", "reflmap_specgloss", "shadowlessnormalmap", "shadowlessnormalmap_specgloss",
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"sunlessnormalmap", "sunlessnormalmap_specgloss" };
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"sunlessnormalmap", "sunlessnormalmap_specgloss",
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"trackblend", "trackblend_grain", "trackblend_normalmap", "trackblend_normalmap_grain", "trackblend_specgloss", "trackblend_specgloss_grain" };
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static std::unordered_set<std::string> const solid { "colored", "default_0", "terrain", "water", "water_specgloss", "invalid" };
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auto prepassclass { 0 };
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for( auto const &shader : m_shaders ) {
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@@ -118,6 +118,7 @@ class opengl46_renderer : public gfx_renderer {
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Terrain_Grass( std::vector<gfx::grass_kind> const &Kinds, std::vector<gfx::grass_chunk> const &Chunks ) override;
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// shader methods
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auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
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auto Shader_Name( std::shared_ptr<gl::program> const &Program ) const -> std::string override;
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// texture methods
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texture_handle
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Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
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@@ -133,6 +133,8 @@ public:
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virtual void Terrain_Grass( std::vector<gfx::grass_kind> const &Kinds, std::vector<gfx::grass_chunk> const &Chunks ) {}
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// shader methods
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virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> = 0;
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// the name the program was fetched by, empty where it wasn't fetched by Fetch_Shader()
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virtual auto Shader_Name( std::shared_ptr<gl::program> const &Program ) const -> std::string { return {}; }
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// texture methods
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virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) -> texture_handle = 0;
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virtual void Bind_Texture( texture_handle const Texture ) = 0;
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22
shaders/mat_trackblend_parallax.frag
Normal file
22
shaders/mat_trackblend_parallax.frag
Normal file
@@ -0,0 +1,22 @@
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// the rails of a track of a parallax material faded into those of the tracks joined at its ends, see trackblend.glsl
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#define TRACKBLEND_NORMALMAP 1
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#define TRACKBLEND_PARALLAX 1
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#param (height_scale, 2, 1, 1, zero)
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#param (height_offset, 2, 2, 1, zero)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (diffuse1, 1, sRGB_A)
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uniform sampler2D diffuse1;
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#texture (diffuse2, 2, sRGB_A)
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uniform sampler2D diffuse2;
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#texture (diffuse3, 3, sRGB_A)
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uniform sampler2D diffuse3;
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#texture (normalmap, 4, RGBA)
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uniform sampler2D normalmap;
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#texture (normalmap1, 5, RGBA)
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uniform sampler2D normalmap1;
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#texture (normalmap2, 6, RGBA)
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uniform sampler2D normalmap2;
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#texture (normalmap3, 7, RGBA)
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uniform sampler2D normalmap3;
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#include <trackblend.glsl>
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23
shaders/mat_trackblend_parallax_grain.frag
Normal file
23
shaders/mat_trackblend_parallax_grain.frag
Normal file
@@ -0,0 +1,23 @@
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// the ballast of a track of a parallax material mixed in grains into that of the tracks joined at its ends, see trackblend.glsl
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#define TRACKBLEND_GRAIN 1
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#define TRACKBLEND_NORMALMAP 1
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#define TRACKBLEND_PARALLAX 1
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#param (height_scale, 2, 1, 1, zero)
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#param (height_offset, 2, 2, 1, zero)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (diffuse1, 1, sRGB_A)
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uniform sampler2D diffuse1;
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#texture (diffuse2, 2, sRGB_A)
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uniform sampler2D diffuse2;
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#texture (diffuse3, 3, sRGB_A)
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uniform sampler2D diffuse3;
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#texture (normalmap, 4, RGBA)
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uniform sampler2D normalmap;
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#texture (normalmap1, 5, RGBA)
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uniform sampler2D normalmap1;
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#texture (normalmap2, 6, RGBA)
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uniform sampler2D normalmap2;
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#texture (normalmap3, 7, RGBA)
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uniform sampler2D normalmap3;
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#include <trackblend.glsl>
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@@ -6,12 +6,16 @@
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// mat_default, 1 normalmap, 2 sunlessnormalmap, 3 shadowlessnormalmap
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// TRACKBLEND_SPECGLOSS the specgloss map of the track itself as well, the textures of the ends p1 and p2 alone (no room
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// for a third set of them)
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// TRACKBLEND_PARALLAX with the normal maps, as mat_parallax: each texture shifted by the heights in its own normal map
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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#ifdef TRACKBLEND_NORMALMAP
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in mat3 f_tbn;
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#endif
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#ifdef TRACKBLEND_PARALLAX
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in vec3 TangentFragPos;
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#endif
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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@@ -77,6 +81,49 @@ float grain_value(vec2 p)
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}
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#endif
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#ifdef TRACKBLEND_PARALLAX
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// the texture coordinates shifted by the heights (b) of the normal map, as ParallaxMapping() of mat_parallax.frag
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vec2 parallax_coord(sampler2D heights, vec2 coord, vec3 viewdir, vec2 dcoorddx, vec2 dcoorddy)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0)
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return coord;
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float fade = 1.0 - smoothstep(80.0, 100.0, pos_len);
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = coord;
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float currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewdir)), LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0));
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float layerDepth = 1.0 / numLayers;
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float currentLayerDepth = 0.0;
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vec2 P = viewdir.xy * param[2].y * fade;
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vec2 deltaTexCoords = P / numLayers;
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while (currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords;
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currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b;
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currentLayerDepth += layerDepth;
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = textureGrad(heights, prevTexCoords, dcoorddx, dcoorddy).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth);
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return prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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#else
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float height = textureGrad(heights, coord, dcoorddx, dcoorddy).b;
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vec2 p = viewdir.xy / viewdir.z * (height * (param[2].y - param[2].z) * 0.2) * fade;
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return coord - p;
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#endif
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}
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// each texture at the coordinates shifted by the heights of its own normal map
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#define TRACKBLEND_COORD(heights) parallax_coord(heights, f_coord, viewdir, dx, dy)
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#else
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#define TRACKBLEND_COORD(heights) f_coord
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#endif
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void main()
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{
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#ifdef TRACKBLEND_SPECGLOSS
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@@ -93,15 +140,19 @@ void main()
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// the gradients are taken outside the branches the textures are sampled in
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vec2 dx = dFdx(f_coord);
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vec2 dy = dFdy(f_coord);
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#ifdef TRACKBLEND_PARALLAX
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vec3 viewdir = normalize(vec3(0.0) - TangentFragPos);
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#endif
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#ifdef TRACKBLEND_GRAIN
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vec2 grainpos = f_coord * GRAIN_CELLS;
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// grains smaller than a pixel would shimmer, there the textures fade into each other instead
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float footprint = max(length(dx), length(dy)) * GRAIN_CELLS;
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float grained = 1.0 - smoothstep(0.35, 0.9, footprint);
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#endif
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vec4 tex_color = textureGrad(diffuse, f_coord, dx, dy);
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vec2 coord = TRACKBLEND_COORD(normalmap);
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vec4 tex_color = textureGrad(diffuse, coord, dx, dy);
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#ifdef TRACKBLEND_NORMALMAP
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vec4 tex_normal = textureGrad(normalmap, f_coord, dx, dy);
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vec4 tex_normal = textureGrad(normalmap, coord, dx, dy);
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#endif
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if (total > 0.0)
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{
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@@ -120,24 +171,27 @@ void main()
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#endif
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if (weights.x > 0.0)
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{
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blended += textureGrad(diffuse1, f_coord, dx, dy) * weights.x;
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vec2 coord1 = TRACKBLEND_COORD(normalmap1);
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blended += textureGrad(diffuse1, coord1, dx, dy) * weights.x;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap1, f_coord, dx, dy) * weights.x;
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blendednormal += textureGrad(normalmap1, coord1, dx, dy) * weights.x;
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#endif
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}
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if (weights.y > 0.0)
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{
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blended += textureGrad(diffuse2, f_coord, dx, dy) * weights.y;
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vec2 coord2 = TRACKBLEND_COORD(normalmap2);
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blended += textureGrad(diffuse2, coord2, dx, dy) * weights.y;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap2, f_coord, dx, dy) * weights.y;
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blendednormal += textureGrad(normalmap2, coord2, dx, dy) * weights.y;
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#endif
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}
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#ifndef TRACKBLEND_SPECGLOSS
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if (weights.z > 0.0)
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{
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blended += textureGrad(diffuse3, f_coord, dx, dy) * weights.z;
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vec2 coord3 = TRACKBLEND_COORD(normalmap3);
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blended += textureGrad(diffuse3, coord3, dx, dy) * weights.z;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap3, f_coord, dx, dy) * weights.z;
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blendednormal += textureGrad(normalmap3, coord3, dx, dy) * weights.z;
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#endif
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}
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#endif
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@@ -159,7 +213,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * tex_normal.a;
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#ifdef TRACKBLEND_SPECGLOSS
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vec4 tex_specgloss = textureGrad(specgloss, f_coord, dx, dy);
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vec4 tex_specgloss = textureGrad(specgloss, coord, dx, dy);
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float specularity = tex_specgloss.r;
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glossiness = tex_specgloss.g * abs(param[1].w);
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metalic = tex_specgloss.b;
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