141 lines
No EOL
3.5 KiB
Text
141 lines
No EOL
3.5 KiB
Text
texture_slot {
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name = "Albedo",
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default_texture = "textures/common/white.tga"
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}
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texture_slot {
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name = "Normal",
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default_texture = "textures/common/default_normal.tga"
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}
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texture_slot {
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name = "Roughness",
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default_texture = "textures/common/white.tga"
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}
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texture_slot {
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name = "Metallic",
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default_texture = "textures/common/white.tga"
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}
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include "pipelines/common.glsl"
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define "ALPHA_CUTOUT"
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define "VEGETATION"
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------------------
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vertex_shader [[
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec2 a_uv;
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layout(location = 2) in vec3 a_normal;
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#ifdef _HAS_ATTR3
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layout(location = 3) in vec3 a_tangent;
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#else
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const vec3 a_tangent = vec3(0, 1, 0);
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#endif
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layout(location = 4) in vec4 i_rot_quat;
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layout(location = 5) in vec4 i_pos_scale;
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layout (location = 0) out vec2 v_uv;
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layout (location = 1) out vec3 v_normal;
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layout (location = 2) out vec3 v_tangent;
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layout (location = 3) out vec4 v_wpos;
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#ifdef GRASS
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layout (location = 4) out float v_darken;
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#endif
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vec2 dirToGrid(vec3 vec)
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{
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vec.y = max(0.001,vec.y);
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vec = normalize(vec);
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vec.xz /= dot( vec3(1.0), abs(vec) );
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return vec2(vec.x + vec.z, vec.x - vec.z);
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}
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void main() {
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mat3 tangent_space;
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vec3 N = normalize(i_pos_scale.xyz);
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tangent_space[0] = normalize(cross(N, vec3(0, 1, 0)));
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tangent_space[1] = vec3(0, 1, 0);
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tangent_space[2] = cross(tangent_space[0], tangent_space[1]);
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vec3 vd = vec3(u_pass_view_dir.z, 0, u_pass_view_dir.x);
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vd = rotateByQuat(i_rot_quat, vd);
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vec2 grid = dirToGrid(normalize(vd)) * 0.5 + 0.5;
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v_uv = a_uv / 9 + ivec2(grid * 9) / 9.0;
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vec3 p = tangent_space * a_position * i_pos_scale.w;
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v_tangent = tangent_space[0];
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v_normal = tangent_space[2];
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#ifdef VEGETATION
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p = vegetationAnim(i_pos_scale.xyz, p);
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#endif
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v_wpos = vec4(i_pos_scale.xyz + p, 1);
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gl_Position = u_pass_view_projection * v_wpos;
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}
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]]
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---------------------
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fragment_shader [[
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layout (binding=0) uniform sampler2D u_albedomap;
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layout (binding=1) uniform sampler2D u_normalmap;
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layout (binding=2) uniform sampler2D u_roughnessmap;
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layout (binding=3) uniform sampler2D u_metallicmap;
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layout (binding=4) uniform sampler2D u_shadowmap;
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layout (location = 0) in vec2 v_uv;
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layout (location = 1) in vec3 v_normal;
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layout (location = 2) in vec3 v_tangent;
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layout (location = 3) in vec4 v_wpos;
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#ifdef DEFERRED
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layout(location = 0) out vec4 o_gbuffer0;
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layout(location = 1) out vec4 o_gbuffer1;
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layout(location = 2) out vec4 o_gbuffer2;
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#else
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layout(location = 0) out vec4 o_color;
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#endif
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void getData()
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{
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data.albedo = texture(u_albedomap, v_uv) * u_material_color;
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#ifdef ALPHA_CUTOUT
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if(data.albedo.a < 0.5) discard;
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#endif
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mat3 tbn = mat3(
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normalize(v_tangent),
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normalize(v_normal),
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normalize(cross(v_normal, v_tangent))
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);
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data.wpos = v_wpos.xyz;
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data.roughness = texture(u_roughnessmap, v_uv).r * u_roughness;
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data.metallic = texture(u_metallicmap, v_uv).r * u_metallic;
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data.normal = texture(u_normalmap, v_uv).xzy * 2 - 1;
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data.normal = tbn * data.normal;
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data.emission = packEmission(u_emission);
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}
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#ifdef DEPTH
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void main()
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{
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#ifdef ALPHA_CUTOUT
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data.albedo = texture(u_albedomap, v_uv);
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if(data.albedo.a < 0.5) discard;
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#endif
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o_color = vec4(shadowmapValue(gl_FragCoord.z));
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}
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#else
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void main()
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{
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getData();
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o_gbuffer0 = vec4(data.albedo.rgb, data.roughness);
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#ifdef GRASS
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o_gbuffer0.rgb *= v_darken;
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#endif
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o_gbuffer1 = vec4(data.normal * 0.5 + 0.5, data.metallic);
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o_gbuffer2 = vec4(data.emission, 0, 0, 1);
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}
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#endif
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]] |