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maszyna/shaders/mat_sunlessnormalmap_specgloss.frag

148 lines
5.2 KiB
GLSL

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, zero)
#param (glossiness, 1, 3, 1, glossiness)
#texture (diffuse, 0, sRGB_A)
uniform sampler2D diffuse;
#texture (normalmap, 1, RGBA)
uniform sampler2D normalmap;
#texture (specgloss, 2, RGBA)
uniform sampler2D specgloss;
#define NORMALMAP
#include <light_common.glsl>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{
vec3 basecolor = param[0].rgb;
// Cab interior: dim ambient less than the exterior path - ambient
// is the dominant indoor illumination, but it was still too bright.
fragcolor *= basecolor * 0.80;
vec3 emissioncolor = basecolor * emission;
vec3 view_dir = normalize(-f_pos.xyz);
float NdotV = max(dot(fragnormal, view_dir), 0.0);
vec3 F0 = mix(vec3(0.04), texturecolor, metalic);
vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
const float MAX_REFLECTION_LOD = 8.0;
float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0);
vec3 envcolor = envmap_color_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
// Pre-integrated env BRDF (matches apply_lights): roughness-attenuated
// reflection so matte cab surfaces no longer mirror the environment.
vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV);
float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b));
vec3 texturecoloryuv = rgb2yuv(texturecolor);
vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
vec3 envyuv = rgb2yuv(envcolor);
texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w);
if (lights_count == 0U)
return fragcolor * texturecolor * (1.0 - metalic)
+ emissioncolor * texturecolor
+ envcolor * env_spec * reflectivity;
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
// Sharpen N.L for stronger contrast between lit and shaded cab
// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = calc_headlights(light, fragnormal);
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
}
if (shadowtone < 1.0)
{
float shadow = calc_shadow();
specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow, 0.0, 1.0));
}
vec3 specularcolor = specularamount * lights[0].color;
// Env reflection gated by env BRDF (roughness-attenuated, F0-tinted).
vec3 env_reflection = envcolor * env_spec * reflectivity;
// Physically-based metal/rough combine (matches apply_lights / Substance):
// dielectric -> light-coloured highlight + full diffuse; metal -> albedo-tinted
// highlight, no diffuse term. Highlight strength left unchanged.
vec3 diffuse_albedo = texturecolor * (1.0 - metalic);
vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic);
vec3 result = fragcolor * diffuse_albedo
+ specularcolor * spec_tint
+ emissioncolor * texturecolor
+ env_reflection; // env_spec already F0-tinted for metals
return result;
}
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;
vec3 normal;
normal.xy = (texture(normalmap, f_coord).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(normal.xyz));
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;
fragcolor = apply_lights_sunless(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
}