Files
maszyna/shaders/mat_normalmap_specgloss.frag
antonisauren d1ecbdc8ff 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
2021-01-23 22:24:14 +01:00

75 lines
1.8 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, one)
#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>
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);
float metalic = texture(specgloss, f_coord).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
}