mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
148 lines
5.2 KiB
GLSL
148 lines
5.2 KiB
GLSL
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, zero)
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#param (glossiness, 1, 3, 1, glossiness)
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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 (specgloss, 2, 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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vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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vec3 basecolor = param[0].rgb;
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// Cab interior: dim ambient less than the exterior path - ambient
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// is the dominant indoor illumination, but it was still too bright.
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fragcolor *= basecolor * 0.80;
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vec3 emissioncolor = basecolor * emission;
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vec3 view_dir = normalize(-f_pos.xyz);
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float NdotV = max(dot(fragnormal, view_dir), 0.0);
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vec3 F0 = mix(vec3(0.04), texturecolor, metalic);
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vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
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const float MAX_REFLECTION_LOD = 8.0;
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float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0);
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vec3 envcolor = envmap_color_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
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// Pre-integrated env BRDF (matches apply_lights): roughness-attenuated
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// reflection so matte cab surfaces no longer mirror the environment.
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vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV);
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float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b));
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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vec3 envyuv = rgb2yuv(envcolor);
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w);
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if (lights_count == 0U)
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return fragcolor * texturecolor * (1.0 - metalic)
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+ emissioncolor * texturecolor
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+ envcolor * env_spec * reflectivity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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// Sharpen N.L for stronger contrast between lit and shaded cab
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// surfaces (uses SUN_NDOTL_SHARPNESS from light_common.glsl).
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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if (shadowtone < 1.0)
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{
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float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow, 0.0, 1.0));
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}
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vec3 specularcolor = specularamount * lights[0].color;
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// Env reflection gated by env BRDF (roughness-attenuated, F0-tinted).
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vec3 env_reflection = envcolor * env_spec * reflectivity;
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// Physically-based metal/rough combine (matches apply_lights / Substance):
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// dielectric -> light-coloured highlight + full diffuse; metal -> albedo-tinted
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// highlight, no diffuse term. Highlight strength left unchanged.
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vec3 diffuse_albedo = texturecolor * (1.0 - metalic);
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vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic);
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vec3 result = fragcolor * diffuse_albedo
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+ specularcolor * spec_tint
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+ emissioncolor * texturecolor
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+ env_reflection; // env_spec already F0-tinted for metals
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return result;
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}
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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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vec3 normal;
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normal.xy = (texture(normalmap, f_coord).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(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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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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metalic = texture(specgloss, f_coord).b;
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fragcolor = apply_lights_sunless(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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