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https://github.com/MaSzyna-EU07/maszyna.git
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Sim (#11)
* Wheels animation distance changed to 200*D*LODbias * Fixed spelling error in event syntax; old one remains for compatibility. * Spelling error left in log text * Zamiana metalic na floata z wazonym efektem. # Conflicts: # shaders/light_common.glsl * Detail normalmap shaders @Jan21 * Explicit type conversion * Leftover metalic as bool * Syntax error * Normalmap sampling inside ParallaxMapping function
This commit is contained in:
@@ -1,182 +1,177 @@
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#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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uniform sampler2D headlightmap;
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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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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0f)
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return 0.0f;
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float shadow = 0.0;
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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float radius = 1.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#else
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return 0.0;
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#endif
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}
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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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 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v;
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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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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{
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vec3 basecolor = param[0].rgb;
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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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// 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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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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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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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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fragcolor += lights[0].color * diffuseamount;
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fragcolor = mix(fragcolor, envcolor, reflectivity);
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = vec2(0.0);
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// if (light.type == LIGHT_SPOT)
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// part = calc_spot_light(light, fragnormal);
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// else if (light.type == LIGHT_POINT)
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// part = calc_point_light(light, fragnormal);
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// else if (light.type == LIGHT_DIR)
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// part = calc_dir_light(light, fragnormal);
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// else if (light.type == LIGHT_HEADLIGHTS)
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part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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{
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float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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}
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fragcolor += emissioncolor;
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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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{
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fragcolor += specularcolor;
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fragcolor *= texturecolor;
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}
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else
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{
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fragcolor *= texturecolor;
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fragcolor += specularcolor;
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}
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return fragcolor;
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}
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#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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uniform sampler2D headlightmap;
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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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float metalic = 0.0;
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float length2(vec3 v)
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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0f)
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return 0.0f;
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float shadow = 0.0;
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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float radius = 1.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#else
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return 0.0;
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#endif
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}
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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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 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v;
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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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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{
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vec3 basecolor = param[0].rgb;
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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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// 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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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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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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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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fragcolor += lights[0].color * diffuseamount;
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fragcolor = mix(fragcolor, envcolor, reflectivity);
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = vec2(0.0);
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// if (light.type == LIGHT_SPOT)
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// part = calc_spot_light(light, fragnormal);
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// else if (light.type == LIGHT_POINT)
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// part = calc_point_light(light, fragnormal);
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// else if (light.type == LIGHT_DIR)
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// part = calc_dir_light(light, fragnormal);
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// else if (light.type == LIGHT_HEADLIGHTS)
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part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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{
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float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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}
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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if (param[1].w < 0.0)
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{
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float metalic = 1.0;
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}
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fragcolor = mix(((fragcolor + specularcolor) * texturecolor),(fragcolor * texturecolor + specularcolor),metalic) ;
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return fragcolor;
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}
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@@ -43,7 +43,7 @@ void main()
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float reflectivity = param[1].z;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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float metalic = texture(specgloss, f_coord).b;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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81
shaders/mat_detail_normalmap.frag
Normal file
81
shaders/mat_detail_normalmap.frag
Normal file
@@ -0,0 +1,81 @@
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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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in mat3 f_tbn;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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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 (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, one)
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#param (glossiness, 1, 3, 1, glossiness)
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#param (detail_scale, 2, 0, 1, one)
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#param (detail_height_scale, 2, 1, 1, one)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (normalmap, 1, RGBA)
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uniform sampler2D normalmap;
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#texture (detailnormalmap, 2, RGBA)
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uniform sampler2D detailnormalmap;
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#define NORMALMAP
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#include <light_common.glsl>
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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void main()
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{
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vec4 tex_color = texture(diffuse, f_coord);
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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if(alphatestfail)
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discard;
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vec3 fragcolor = ambient;
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vec4 normal_map = texture(normalmap, f_coord);
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vec4 detailnormal_map = texture(detailnormalmap, f_coord * param[2].x);
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vec3 normal;
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vec3 normaldetail;
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normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
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normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
||||
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
||||
normal.xy = normal_map.rg* 2.0 - 1.0;
|
||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||
|
||||
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
||||
|
||||
|
||||
float reflblend = (normal_map.a + detailnormal_map.a);
|
||||
float reflectivity = reflblend > 1.0 ? param[1].z * 1.0 : param[1].z * reflblend;
|
||||
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
|
||||
|
||||
fragcolor = apply_lights(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
|
||||
}
|
||||
89
shaders/mat_detail_normalmap_specgloss.frag
Normal file
89
shaders/mat_detail_normalmap_specgloss.frag
Normal file
@@ -0,0 +1,89 @@
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec4 f_pos;
|
||||
in mat3 f_tbn;
|
||||
|
||||
in vec4 f_clip_pos;
|
||||
in vec4 f_clip_future_pos;
|
||||
|
||||
#include <common>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, one)
|
||||
#param (glossiness, 1, 3, 1, glossiness)
|
||||
#param (detail_scale, 2, 0, 1, one)
|
||||
#param (detail_height_scale, 2, 1, 1, one)
|
||||
|
||||
#texture (diffuse, 0, sRGB_A)
|
||||
uniform sampler2D diffuse;
|
||||
|
||||
#texture (normalmap, 1, RGBA)
|
||||
uniform sampler2D normalmap;
|
||||
|
||||
#texture (detailnormalmap, 2, RGBA)
|
||||
uniform sampler2D detailnormalmap;
|
||||
|
||||
#texture (specgloss, 3, RGBA)
|
||||
uniform sampler2D specgloss;
|
||||
|
||||
#define NORMALMAP
|
||||
#include <light_common.glsl>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 tex_color = texture(diffuse, f_coord);
|
||||
|
||||
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
|
||||
if(alphatestfail)
|
||||
discard;
|
||||
// if (tex_color.a < opacity)
|
||||
// discard;
|
||||
|
||||
vec3 fragcolor = ambient;
|
||||
|
||||
vec4 normal_map = texture(normalmap, f_coord);
|
||||
vec4 detailnormal_map = texture(detailnormalmap, f_coord * param[2].x);
|
||||
vec4 specgloss_map = texture(specgloss, f_coord);
|
||||
vec3 normal;
|
||||
vec3 normaldetail;
|
||||
|
||||
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
|
||||
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
||||
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
||||
normal.xy = normal_map.rg* 2.0 - 1.0;
|
||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||
|
||||
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
||||
|
||||
float reflblend = (normal_map.a + detailnormal_map.a);
|
||||
float reflectivity = reflblend > 1.0 ? param[1].z * 1.0 : param[1].z * reflblend;
|
||||
float specularity = specgloss_map.r;
|
||||
glossiness = specgloss_map.g * abs(param[1].w);
|
||||
float metalic = specgloss_map.b;
|
||||
|
||||
|
||||
fragcolor = apply_lights(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
|
||||
}
|
||||
134
shaders/mat_detail_parallax.frag
Normal file
134
shaders/mat_detail_parallax.frag
Normal file
@@ -0,0 +1,134 @@
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec4 f_pos;
|
||||
in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos;
|
||||
in vec4 f_clip_pos;
|
||||
in vec4 f_clip_future_pos;
|
||||
in vec3 TangentFragPos;
|
||||
|
||||
#include <common>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, one)
|
||||
#param (glossiness, 1, 3, 1, glossiness)
|
||||
#param (detail_scale, 2, 0, 1, one)
|
||||
#param (detail_height_scale, 2, 1, 1, one)
|
||||
#param (height_scale, 2, 2, 1, zero)
|
||||
#param (height_offset, 2, 3, 1, zero)
|
||||
|
||||
#texture (diffuse, 0, sRGB_A)
|
||||
uniform sampler2D diffuse;
|
||||
|
||||
#texture (normalmap, 1, RGBA)
|
||||
uniform sampler2D normalmap;
|
||||
|
||||
#texture (detailnormalmap, 2, RGBA)
|
||||
uniform sampler2D detailnormalmap;
|
||||
|
||||
#define PARALLAX
|
||||
#include <light_common.glsl>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
|
||||
|
||||
void main()
|
||||
{
|
||||
//parallax mapping
|
||||
vec3 viewDir = normalize(-TangentFragPos); //tangent view pos - tangent frag pos
|
||||
vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
|
||||
vec4 normal_map = texture(normalmap, f_coord_p);
|
||||
vec4 detailnormal_map = texture(detailnormalmap, f_coord_p * param[2].x);
|
||||
vec4 tex_color = texture(diffuse, f_coord_p);
|
||||
|
||||
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
|
||||
if(alphatestfail)
|
||||
discard;
|
||||
// if (tex_color.a < opacity)
|
||||
// discard;
|
||||
|
||||
vec3 fragcolor = ambient;
|
||||
|
||||
vec3 normal;
|
||||
vec3 normaldetail;
|
||||
|
||||
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
|
||||
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
||||
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
||||
normal.xy = normal_map.rg* 2.0 - 1.0;
|
||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||
|
||||
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
||||
float reflectivity = param[1].z * normal_map.a;
|
||||
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
|
||||
|
||||
fragcolor = apply_lights(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
|
||||
}
|
||||
|
||||
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
|
||||
{
|
||||
float pos_len = length(f_pos.xyz);
|
||||
|
||||
if (pos_len > 100.0) {
|
||||
return f_coord;
|
||||
}
|
||||
|
||||
#if EXTRAEFFECTS_ENABLED
|
||||
const float minLayers = 8.0;
|
||||
const float maxLayers = 32.0;
|
||||
float LayersWeight = pos_len / 20.0;
|
||||
vec2 currentTexCoords = f_coord;
|
||||
float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
|
||||
LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
|
||||
float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
|
||||
float layerDepth = 1.0 / numLayers; // calculate the size of each layer
|
||||
float currentLayerDepth = 0.0; // depth of current layer
|
||||
vec2 P = viewDir.xy * param[2].z; // the amount to shift the texture coordinates per layer (from vector P)
|
||||
vec2 deltaTexCoords = P / numLayers;
|
||||
|
||||
|
||||
while(currentLayerDepth < currentDepthMapValue)
|
||||
{
|
||||
currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
|
||||
currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
|
||||
currentLayerDepth += layerDepth; // get depth of next layer
|
||||
}
|
||||
|
||||
vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
|
||||
|
||||
float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
|
||||
float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
|
||||
|
||||
float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
|
||||
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
|
||||
|
||||
return finalTexCoords;
|
||||
#else
|
||||
float height = texture(normalmap, f_coord).b;
|
||||
vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
|
||||
return f_coord - p;
|
||||
#endif
|
||||
}
|
||||
141
shaders/mat_detail_parallax_specgloss.frag
Normal file
141
shaders/mat_detail_parallax_specgloss.frag
Normal file
@@ -0,0 +1,141 @@
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec4 f_pos;
|
||||
in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos;
|
||||
in vec4 f_clip_pos;
|
||||
in vec4 f_clip_future_pos;
|
||||
in vec3 TangentFragPos;
|
||||
|
||||
#include <common>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, one)
|
||||
#param (glossiness, 1, 3, 1, glossiness)
|
||||
#param (detail_scale, 2, 0, 1, one)
|
||||
#param (detail_height_scale, 2, 1, 1, one)
|
||||
#param (height_scale, 2, 2, 1, zero)
|
||||
#param (height_offset, 2, 3, 1, zero)
|
||||
|
||||
#texture (diffuse, 0, sRGB_A)
|
||||
uniform sampler2D diffuse;
|
||||
|
||||
#texture (normalmap, 1, RGBA)
|
||||
uniform sampler2D normalmap;
|
||||
|
||||
#texture (specgloss, 2, RGBA)
|
||||
uniform sampler2D specgloss;
|
||||
|
||||
#texture (detailnormalmap, 3, RGBA)
|
||||
uniform sampler2D detailnormalmap;
|
||||
|
||||
|
||||
#define PARALLAX
|
||||
#include <light_common.glsl>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
|
||||
|
||||
void main()
|
||||
{
|
||||
//parallax mapping
|
||||
vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos
|
||||
vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
|
||||
|
||||
vec4 normal_map = texture(normalmap, f_coord_p);
|
||||
vec4 detailnormal_map = texture(detailnormalmap, f_coord_p * param[2].x);
|
||||
vec4 tex_color = texture(diffuse, f_coord_p);
|
||||
vec4 specgloss_map = texture(specgloss, f_coord_p);
|
||||
|
||||
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
|
||||
if(alphatestfail)
|
||||
discard;
|
||||
|
||||
vec3 fragcolor = ambient;
|
||||
|
||||
vec3 normal;
|
||||
vec3 normaldetail;
|
||||
|
||||
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
|
||||
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
||||
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
||||
normal.xy = normal_map.rg* 2.0 - 1.0;
|
||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||
|
||||
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
||||
float reflectivity = param[1].z * normal_map.a;
|
||||
float specularity = specgloss_map.r;
|
||||
float glossiness = specgloss_map.g * abs(param[1].w);
|
||||
float metalic = specgloss_map.b;
|
||||
|
||||
fragcolor = apply_lights(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
|
||||
}
|
||||
|
||||
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
|
||||
{
|
||||
|
||||
float pos_len = length(f_pos.xyz);
|
||||
|
||||
if (pos_len > 100.0) {
|
||||
return f_coord;
|
||||
}
|
||||
|
||||
#if EXTRAEFFECTS_ENABLED
|
||||
const float minLayers = 8.0;
|
||||
const float maxLayers = 32.0;
|
||||
float LayersWeight = pos_len / 20.0;
|
||||
vec2 currentTexCoords = f_coord;
|
||||
float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
|
||||
LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
|
||||
float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
|
||||
float layerDepth = 1.0 / numLayers; // calculate the size of each layer
|
||||
float currentLayerDepth = 0.0; // depth of current layer
|
||||
vec2 P = viewDir.xy * param[2].z; // the amount to shift the texture coordinates per layer (from vector P)
|
||||
vec2 deltaTexCoords = P / numLayers;
|
||||
|
||||
|
||||
while(currentLayerDepth < currentDepthMapValue)
|
||||
{
|
||||
currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
|
||||
currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
|
||||
currentLayerDepth += layerDepth; // get depth of next layer
|
||||
}
|
||||
|
||||
vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
|
||||
|
||||
float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
|
||||
float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
|
||||
|
||||
float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
|
||||
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
|
||||
|
||||
return finalTexCoords;
|
||||
#else
|
||||
float height = texture(normalmap, f_coord).b;
|
||||
vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
|
||||
return f_coord - p;
|
||||
#endif
|
||||
}
|
||||
@@ -53,7 +53,7 @@ void main()
|
||||
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float metalic = texture(specgloss, f_coord).b;
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
|
||||
|
||||
@@ -59,9 +59,9 @@ void main()
|
||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
|
||||
float reflectivity = param[1].z * texture(normalmap, f_coord_p).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float specularity = texture(specgloss, f_coord_p).r;
|
||||
glossiness = texture(specgloss, f_coord_p).g * abs(param[1].w);
|
||||
float metalic = texture(specgloss, f_coord_p).b;
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
|
||||
|
||||
@@ -47,7 +47,7 @@ void main()
|
||||
float reflectivity = param[1].z * texture(reflmap, f_coord).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float metalic = texture(specgloss, f_coord).b;
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ void main()
|
||||
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float metalic = texture(specgloss, f_coord).b;
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0);
|
||||
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
||||
|
||||
@@ -110,7 +110,7 @@ void main()
|
||||
float reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float metalic = texture(specgloss, f_coord).b;
|
||||
|
||||
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
||||
|
||||
@@ -64,7 +64,7 @@ void main()
|
||||
float reflectivity = param[1].z * texture(normalmap, texture_coords ).a;
|
||||
float specularity = texture(specgloss, f_coord).r;
|
||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
||||
float metalic = texture(specgloss, f_coord).b;
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user