Files
maszyna/shaders/mat_sunlessnormalmap_specgloss.frag

117 lines
3.3 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 emissioncolor = param[0].rgb * emission;
vec3 envcolor = envmap_color(fragnormal);
if(lights_count == 0U)
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
vec2 sunlight = calc_dir_light(lights[0], fragnormal);
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
fragcolor += envcolor * reflectivity;
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 = vec2(0.0);
// if (light.type == LIGHT_SPOT)
// part = calc_spot_light(light, fragnormal);
// else if (light.type == LIGHT_POINT)
// part = calc_point_light(light, fragnormal);
// else if (light.type == LIGHT_DIR)
// part = calc_dir_light(light, fragnormal);
// else if (light.type == LIGHT_HEADLIGHTS)
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 + specularamount, 0.0, 1.0));
}
fragcolor += emissioncolor;
fragcolor *= texturecolor;
return fragcolor;
}
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 * 8;
metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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
}