Allow envmask shader to use multiple masks (up to 3).

This commit is contained in:
Mari the Deer 2022-11-28 00:35:12 +01:00
commit 43593f9e89
2 changed files with 48 additions and 6 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r641 \cu(Mon 28 Nov 00:35:00 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r641 \cu(2022-11-28 00:35:00)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r642 \cu(Mon 28 Nov 00:35:12 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r642 \cu(2022-11-28 00:35:12)\c-";

View file

@ -1,4 +1,5 @@
// basic texture + masked equirectangular envmap + gradient rim
// allows for up to three different layers of environment mapping (RGB mask)
#define RECIPROCAL_PI2 0.15915494
#ifndef RIMSTEP
@ -11,22 +12,63 @@
#define RIMFACT 1.
#endif
#ifndef RIMSTEP2
#define RIMSTEP2 .5
#endif
#ifndef ENVFACT2
#define ENVFACT2 1.
#endif
#ifndef RIMFACT2
#define RIMFACT2 1.
#endif
#ifndef RIMSTEP3
#define RIMSTEP3 .5
#endif
#ifndef ENVFACT3
#define ENVFACT3 1.
#endif
#ifndef RIMFACT3
#define RIMFACT3 1.
#endif
void SetupMaterial( inout Material mat )
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec4 mask = texture(masktex,vTexCoord.st);
vec3 norm = normalize(vWorldNormal.xyz);
vec3 eye = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 rvec = normalize(reflect(eye,norm));
vec2 uv = vec2(atan(rvec.z,rvec.x)*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5);
vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5);
vec3 envcol = textureGrad(envtex,uv,dFdx(uv2),dFdy(uv2)).rgb*ENVFACT;
vec2 dTdx = dFdx(uv2);
vec2 dTdy = dFdy(uv2);
float rf = 1.-abs(dot(eye,norm));
vec3 envcol = textureGrad(envtex,uv,dTdx,dTdy).rgb*ENVFACT;
#ifdef RIM_LIGHTING
float rim = smoothstep(RIMSTEP,1.,1.-abs(dot(eye,norm)));
float rim = smoothstep(RIMSTEP,1.,rf);
vec3 rimcol = texture(rimtex,vec2(.25+.5*rim,.5)).rgb;
envcol = mix(envcol,rimcol,rim*RIMFACT);
#endif
mat.Base = vec4(base.rgb+envcol*mask,base.a);
mat.Base = vec4(base.rgb+envcol*mask.x,base.a);
#if defined(ENV_TWOLAYER) || defined(ENV_THREELAYER)
envcol = textureGrad(envtex2,uv,dTdx,dTdy).rgb*ENVFACT2;
#ifdef RIM_LIGHTING
rim = smoothstep(RIMSTEP2,1.,rf);
rimcol = texture(rimtex2,vec2(.25+.5*rim,.5)).rgb;
envcol = mix(envcol,rimcol,rim*RIMFACT2);
#endif
mat.Base.rgb += envcol*mask.y;
#endif
#if defined(ENV_THREELAYER)
envcol = textureGrad(envtex3,uv,dTdx,dTdy).rgb*ENVFACT3;
#ifdef RIM_LIGHTING
rim = smoothstep(RIMSTEP3,1.,rf);
rimcol = texture(rimtex3,vec2(.25+.5*rim,.5)).rgb;
envcol = mix(envcol,rimcol,rim*RIMFACT3);
#endif
mat.Base.rgb += envcol*mask.z;
#endif
mat.Normal = ApplyNormalMap(vTexCoord.st);
if ( (uTextureMode&TEXF_Brightmap) != 0 )
mat.Bright = texture(brighttexture,vTexCoord.st);