LumixEngine/data/pipelines/impostor.shd
2019-10-14 22:28:06 +02:00

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texture_slot {
name = "Albedo",
default_texture = "textures/common/white.tga"
}
texture_slot {
name = "Normal",
default_texture = "textures/common/default_normal.tga"
}
texture_slot {
name = "Roughness",
default_texture = "textures/common/white.tga"
}
texture_slot {
name = "Metallic",
default_texture = "textures/common/white.tga"
}
include "pipelines/common.glsl"
define "ALPHA_CUTOUT"
------------------
vertex_shader [[
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_uv;
layout(location = 2) in vec3 a_normal;
#ifdef _HAS_ATTR3
layout(location = 3) in vec3 a_tangent;
#else
const vec3 a_tangent = vec3(0, 1, 0);
#endif
layout(location = 4) in vec4 i_rot_quat;
layout(location = 5) in vec4 i_pos_scale;
layout (location = 0) out vec2 v_uv;
layout (location = 1) out vec3 v_normal;
layout (location = 2) out vec3 v_tangent;
layout (location = 3) out vec4 v_wpos;
#ifdef GRASS
layout (location = 4) out float v_darken;
#endif
void main() {
v_uv = a_uv / 9;
v_normal = rotateByQuat(i_rot_quat, a_normal * 2 - 1);
v_tangent = rotateByQuat(i_rot_quat, a_tangent * 2 - 1);
v_wpos = vec4(i_pos_scale.xyz + rotateByQuat(i_rot_quat, a_position * i_pos_scale.w), 1);
gl_Position = u_pass_view_projection * v_wpos;
}
]]
---------------------
fragment_shader [[
layout (binding=0) uniform sampler2D u_albedomap;
layout (binding=1) uniform sampler2D u_normalmap;
layout (binding=2) uniform sampler2D u_roughnessmap;
layout (binding=3) uniform sampler2D u_metallicmap;
layout (binding=4) uniform sampler2D u_shadowmap;
layout (location = 0) in vec2 v_uv;
layout (location = 1) in vec3 v_normal;
layout (location = 2) in vec3 v_tangent;
layout (location = 3) in vec4 v_wpos;
#ifdef DEFERRED
layout(location = 0) out vec4 o_gbuffer0;
layout(location = 1) out vec4 o_gbuffer1;
layout(location = 2) out vec4 o_gbuffer2;
#else
layout(location = 0) out vec4 o_color;
#endif
void getData()
{
data.albedo = texture(u_albedomap, v_uv) * u_material_color;
#ifdef ALPHA_CUTOUT
if(data.albedo.a < 0.5) discard;
#endif
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_normal),
normalize(cross(v_normal, v_tangent))
);
data.wpos = v_wpos.xyz;
data.roughness = texture(u_roughnessmap, v_uv).r * u_roughness;
data.metallic = texture(u_metallicmap, v_uv).r * u_metallic;
data.normal.xz = texture(u_normalmap, v_uv).xy * 2 - 1;
data.normal.y = sqrt(clamp(1 - dot(data.normal.xz, data.normal.xz), 0, 1));
data.normal = tbn * data.normal;
data.emission = packEmission(u_emission);
}
#ifdef DEPTH
void main()
{
#ifdef ALPHA_CUTOUT
data.albedo = texture(u_albedomap, v_uv);
if(data.albedo.a < 0.5) discard;
#endif
o_color = vec4(gl_FragCoord.z);
}
#else
void main()
{
getData();
o_gbuffer0 = vec4(data.albedo.rgb, data.roughness);
#ifdef GRASS
o_gbuffer0.rgb *= v_darken;
#endif
o_gbuffer1 = vec4(data.normal * 0.5 + 0.5, data.metallic);
o_gbuffer2 = vec4(data.emission, 0, 0, 1);
}
#endif
]]