85 lines
No EOL
2.2 KiB
GLSL
85 lines
No EOL
2.2 KiB
GLSL
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#ifndef SIMPLE3D
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#include "shaders/scene/material_getTexel.glsl"
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#include "shaders/scene/material_normalmap.glsl"
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#endif
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struct Material
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{
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vec4 Base;
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vec4 Bright;
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vec4 Glow;
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vec3 Normal;
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vec3 Specular;
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float Glossiness;
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float SpecularLevel;
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float Metallic;
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float Roughness;
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float AO;
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};
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vec4 Process(vec4 color);
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void SetupMaterial(inout Material mat);
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vec3 ProcessMaterialLight(Material material, vec3 color);
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vec2 GetTexCoord();
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Material CreateMaterial()
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{
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Material material;
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material.Base = vec4(0.0);
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material.Bright = vec4(0.0);
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material.Glow = vec4(0.0);
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material.Normal = vec3(0.0);
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material.Specular = vec3(0.0);
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material.Glossiness = 0.0;
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material.SpecularLevel = 0.0;
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material.Metallic = 0.0;
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material.Roughness = 0.0;
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material.AO = 0.0;
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SetupMaterial(material);
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return material;
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}
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#ifndef SIMPLE3D
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void SetMaterialProps(inout Material material, vec2 texCoord)
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{
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#ifdef NPOT_EMULATION
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if (uNpotEmulation.y != 0.0)
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{
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float period = floor(texCoord.t / uNpotEmulation.y);
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texCoord.s += uNpotEmulation.x * floor(mod(texCoord.t, uNpotEmulation.y));
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texCoord.t = period + mod(texCoord.t, uNpotEmulation.y);
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}
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#endif
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material.Base = getTexel(texCoord.st);
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material.Normal = ApplyNormalMap(texCoord.st);
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// OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called.
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#ifndef NO_LAYERS
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#if defined(TEXF_Brightmap)
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material.Bright = desaturate(texture(brighttexture, texCoord.st));
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#endif
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#if defined(TEXF_Detailmap)
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vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
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material.Base.rgb *= Detail.rgb;
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#endif
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#if defined(TEXF_Glowmap)
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material.Glow = desaturate(texture(glowtexture, texCoord.st));
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#endif
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#ifdef PBR
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material.Metallic = texture(metallictexture, texCoord.st).r;
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material.Roughness = texture(roughnesstexture, texCoord.st).r;
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material.AO = texture(aotexture, texCoord.st).r;
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#endif
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#ifdef SPECULAR
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material.Specular = texture(speculartexture, texCoord.st).rgb;
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material.Glossiness = uSpecularMaterial.x;
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material.SpecularLevel = uSpecularMaterial.y;
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#endif
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#endif
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}
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#endif |