LumixEngine/data/pipelines/standard.shd

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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"
define "VEGETATION"
------------------
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
#ifdef GRASS
layout(location = 4) in vec4 i_rot_quat;
layout(location = 5) in vec4 i_pos_scale;
layout(location = 6) in vec4 i_grass_normal;
layout(std140, binding = 4) uniform Model {
mat4 u_model;
float u_max_dist;
};
#elif defined SKINNED
layout(location = 4) in vec4 a_indices;
layout(location = 5) in vec4 a_weights;
layout(std140, binding = 4) uniform Model {
mat4 u_model;
mat4 u_bones[256];
};
#elif defined INSTANCED
layout(location = 4) in vec4 i_rot_quat;
layout(location = 5) in vec4 i_pos_scale;
#else
layout(std140, binding = 4) uniform Model {
mat4 u_model;
};
#endif
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;
#ifdef GRASS
v_normal = rotateByQuat(i_rot_quat, a_normal * 2 - 1);
v_tangent = rotateByQuat(i_rot_quat, a_tangent * 2 - 1);
vec3 p = a_position;
vec3 v = (u_model * vec4(i_pos_scale.xyz, 1)).xyz;
const float scale_dist = 10;
const float dist = length(v) - (u_max_dist - scale_dist);
p *= 1 - saturate(dist / scale_dist);
v_wpos = u_model * vec4(i_pos_scale.xyz + rotateByQuat(i_rot_quat, p * i_pos_scale.w), 1);
v_wpos.x += p.y > 0.1 ? cos((i_pos_scale.x + i_pos_scale.y + i_pos_scale.z + i_rot_quat.w * 5) * 0.3 + u_time * 2) * p.y * 0.1 : 0;
v_darken = a_position.y > 0.1 ? 1 : 0.0;
#elif defined INSTANCED
v_normal = rotateByQuat(i_rot_quat, a_normal * 2 - 1);
v_tangent = rotateByQuat(i_rot_quat, a_tangent * 2 - 1);
vec3 p = a_position * i_pos_scale.w;
#ifdef VEGETATION
p = vegetationAnim(i_pos_scale.xyz, p);
#endif
v_wpos = vec4(i_pos_scale.xyz + rotateByQuat(i_rot_quat, p), 1);
#elif defined SKINNED
mat4 model_mtx = u_model * (a_weights.x * u_bones[int(a_indices.x)] +
a_weights.y * u_bones[int(a_indices.y)] +
a_weights.z * u_bones[int(a_indices.z)] +
a_weights.w * u_bones[int(a_indices.w)]);
v_normal = mat3(model_mtx) * (a_normal * 2 - 1);
v_tangent = mat3(model_mtx) * (a_tangent * 2 - 1);
v_wpos = model_mtx * vec4(a_position, 1);
#else
mat4 model_mtx = u_model;
v_normal = mat3(model_mtx) * (a_normal * 2 - 1);
v_tangent = mat3(model_mtx) * (a_tangent * 2 - 1);
vec3 p = a_position;
#ifdef VEGETATION
p = vegetationAnim(u_model[3].xyz, p);
#endif
v_wpos = model_mtx * vec4(p, 1);
#endif
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 GRASS
layout (location = 4) in float v_darken;
#endif
#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
vec3 N = v_normal;
vec3 tangent = v_tangent;
#ifdef VEGETATION
if (!gl_FrontFacing) {
N = -N;
tangent = -tangent;
}
#endif
mat3 tbn = mat3(
normalize(tangent),
normalize(N),
normalize(cross(N, 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(shadowmapValue(gl_FragCoord.z));
}
#elif defined DEFERRED
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);
float translucency = 0;
#if defined(VEGETATION) && defined(ALPHA_CUTOUT)
translucency = 1;
#endif
o_gbuffer2 = vec4(data.emission, translucency, 0, 1);
}
#else
void main()
{
getData();
vec3 V = normalize(-data.wpos);
vec3 L = normalize(u_light_direction);
float shadow = getShadow(u_shadowmap, data.wpos);
o_color.rgb = pbr(data.albedo.rgb
, data.roughness
, data.metallic
, data.emission
, data.normal
, V
, L
, shadow
, u_light_color * u_light_intensity
, u_light_indirect_intensity);
o_color.w = data.albedo.a;
}
#endif
]]