mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 15:49:19 +02:00
Detail normalmap shaders @Jan21
This commit is contained in:
81
shaders/mat_detail_normalmap.frag
Normal file
81
shaders/mat_detail_normalmap.frag
Normal file
@@ -0,0 +1,81 @@
|
||||
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;
|
||||
|
||||
#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;
|
||||
|
||||
vec3 fragcolor = ambient;
|
||||
|
||||
vec4 normal_map = texture(normalmap, f_coord);
|
||||
vec4 detailnormal_map = texture(detailnormalmap, f_coord * param[2].x);
|
||||
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 = (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);
|
||||
metalic = (specgloss_map.b > 0.5) ? true : false;
|
||||
|
||||
|
||||
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;
|
||||
glossiness = specgloss_map.g * abs(param[1].w);
|
||||
metalic = (specgloss_map.b > 0.5) ? true : false;
|
||||
|
||||
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, currentTexCoords).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 = normal_map.b;
|
||||
vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
|
||||
return f_coord - p;
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user