mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
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:
@@ -4974,9 +4974,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co
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{ //++iAnimatedAxles;
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{ //++iAnimatedAxles;
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pAnimations[i].smAnimated->WillBeAnimated(); // wyłączenie optymalizacji transformu
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pAnimations[i].smAnimated->WillBeAnimated(); // wyłączenie optymalizacji transformu
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pAnimations[i].yUpdate = std::bind( &TDynamicObject::UpdateAxle, this, std::placeholders::_1 );
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pAnimations[i].yUpdate = std::bind( &TDynamicObject::UpdateAxle, this, std::placeholders::_1 );
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pAnimations[i].fMaxDist = 50 * MoverParameters->WheelDiameter; // nie kręcić w większej odległości
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pAnimations[i].fMaxDist = Global.fDistanceFactor * MoverParameters->WheelDiameter * 200;
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pAnimations[i].fMaxDist *= pAnimations[i].fMaxDist * MoverParameters->WheelDiameter; // 50m do kwadratu, a średnica do trzeciej
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pAnimations[i].fMaxDist *= pAnimations[i].fMaxDist;
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pAnimations[i].fMaxDist *= Global.fDistanceFactor; // współczynnik przeliczeniowy jakości ekranu
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}
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}
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}
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}
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// Ra: ustawianie indeksów osi
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// Ra: ustawianie indeksów osi
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@@ -192,7 +192,7 @@ basic_event::event_conditions::deserialize( cParser &Input ) {
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else if( token == "trackfree" ) {
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else if( token == "trackfree" ) {
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flags |= flags::track_free;
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flags |= flags::track_free;
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}
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}
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else if( token == "propability" ) {
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else if( token == "propability" || "probability") { //remove propability in few years after changing old scenery scripts 01.2021
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flags |= flags::probability;
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flags |= flags::probability;
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Input.getTokens();
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Input.getTokens();
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Input >> probability;
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Input >> probability;
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@@ -267,7 +267,7 @@ basic_event::event_conditions::export_as_text( std::ostream &Output ) const {
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}
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}
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if( ( flags & flags::probability ) != 0 ) {
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if( ( flags & flags::probability ) != 0 ) {
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Output
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Output
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<< "propability "
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<< "probability "
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<< probability << ' ';
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<< probability << ' ';
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}
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}
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if( ( flags & ( flags::text | flags::value1 | flags::value2 ) ) != 0 ) {
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if( ( flags & ( flags::text | flags::value1 | flags::value2 ) ) != 0 ) {
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1
ref/asio
Submodule
1
ref/asio
Submodule
Submodule ref/asio added at 22afb86087
@@ -8,7 +8,7 @@ uniform sampler2D headlightmap;
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#include <conversion.glsl>
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#include <conversion.glsl>
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float glossiness = 1.0;
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float glossiness = 1.0;
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bool metalic = false;
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float metalic = 0.0;
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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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@@ -167,16 +167,11 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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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)
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{
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{
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fragcolor += specularcolor;
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float metalic = 1.0;
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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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}
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fragcolor = mix(((fragcolor + specularcolor) * texturecolor),(fragcolor * texturecolor + specularcolor),metalic) ;
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return fragcolor;
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return fragcolor;
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}
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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 reflectivity = param[1].z;
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float specularity = texture(specgloss, f_coord).r;
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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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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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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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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));
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normaldetail.xyz = normaldetail.xyz * param[2].y;
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normal.xy = normal_map.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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vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
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float reflblend = (normal_map.a + detailnormal_map.a);
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float reflectivity = reflblend > 1.0 ? param[1].z * 1.0 : param[1].z * reflblend;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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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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#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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}
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89
shaders/mat_detail_normalmap_specgloss.frag
Normal file
89
shaders/mat_detail_normalmap_specgloss.frag
Normal file
@@ -0,0 +1,89 @@
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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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#texture (specgloss, 3, RGBA)
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uniform sampler2D specgloss;
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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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// if (tex_color.a < opacity)
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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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vec4 specgloss_map = texture(specgloss, f_coord);
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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));
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normaldetail.xyz = normaldetail.xyz * param[2].y;
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normal.xy = normal_map.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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vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
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float reflblend = (normal_map.a + detailnormal_map.a);
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float reflectivity = reflblend > 1.0 ? param[1].z * 1.0 : param[1].z * reflblend;
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float specularity = specgloss_map.r;
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glossiness = specgloss_map.g * abs(param[1].w);
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float metalic = specgloss_map.b;
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|
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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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|
#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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|
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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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|
}
|
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134
shaders/mat_detail_parallax.frag
Normal file
134
shaders/mat_detail_parallax.frag
Normal file
@@ -0,0 +1,134 @@
|
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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; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos;
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|
in vec4 f_clip_pos;
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|
in vec4 f_clip_future_pos;
|
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|
in vec3 TangentFragPos;
|
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|
|
||||||
|
#include <common>
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 out_color;
|
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|
#if MOTIONBLUR_ENABLED
|
||||||
|
layout(location = 1) out vec4 out_motion;
|
||||||
|
#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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|
#param (height_scale, 2, 2, 1, zero)
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|
#param (height_offset, 2, 3, 1, zero)
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|
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|
#texture (diffuse, 0, sRGB_A)
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|
uniform sampler2D diffuse;
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|
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|
#texture (normalmap, 1, RGBA)
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|
uniform sampler2D normalmap;
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|
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|
#texture (detailnormalmap, 2, RGBA)
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|
uniform sampler2D detailnormalmap;
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|
|
||||||
|
#define PARALLAX
|
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|
#include <light_common.glsl>
|
||||||
|
#include <apply_fog.glsl>
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||||||
|
#include <tonemapping.glsl>
|
||||||
|
|
||||||
|
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
|
||||||
|
|
||||||
|
void main()
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||||||
|
{
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||||||
|
//parallax mapping
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||||||
|
vec3 viewDir = normalize(-TangentFragPos); //tangent view pos - tangent frag pos
|
||||||
|
vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
|
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|
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)
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||||||
|
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));
|
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|
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
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|
normal.xy = normal_map.rg* 2.0 - 1.0;
|
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|
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 reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
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);
|
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));
|
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||||
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
|
vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
|
||||||
float reflectivity = param[1].z * texture(normalmap, f_coord_p).a;
|
float reflectivity = param[1].z * texture(normalmap, f_coord_p).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord_p).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
glossiness = texture(specgloss, f_coord_p).g * abs(param[1].w);
|
||||||
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
|
float metalic = texture(specgloss, f_coord_p).b;
|
||||||
|
|
||||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
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 reflectivity = param[1].z * texture(reflmap, f_coord).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
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);
|
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 reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
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);
|
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0);
|
||||||
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
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 reflectivity = param[1].z * texture(normalmap, f_coord).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
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);
|
fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||||
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
|
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 reflectivity = param[1].z * texture(normalmap, texture_coords ).a;
|
||||||
float specularity = texture(specgloss, f_coord).r;
|
float specularity = texture(specgloss, f_coord).r;
|
||||||
glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
|
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);
|
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user