#version 330 in vec2 f_texcoord0; in vec2 f_texcoord1; in vec2 f_texcoord2; in vec2 f_texcoord3; in vec3 objectPosition; in vec3 normal; in vec4 vertexColor; in vec3 tangent; in vec3 bitangent; in vec3 boneWeightsColored; // Viewport Camera/Lighting uniform mat4 mtxCam; uniform mat4 mtxMdl; uniform mat4 mtxProj; uniform vec3 specLightDirection; const float levels = 3.0; // Viewport Settings uniform int uvChannel; uniform int renderType; uniform int useNormalMap; uniform vec4 colorSamplerUV; uniform int renderVertColor; uniform vec3 difLightColor; uniform vec3 ambLightColor; uniform int colorOverride; uniform float DefaultMetalness; uniform float DefaultRoughness; // Channel Toggles uniform int renderR; uniform int renderG; uniform int renderB; uniform int renderAlpha; // Texture Samplers uniform sampler2D DiffuseMap; uniform sampler2D BakeShadowMap; uniform sampler2D NormalMap; uniform sampler2D BakeLightMap; uniform sampler2D UVTestPattern; uniform sampler2D TransparencyMap; uniform sampler2D EmissionMap; uniform sampler2D SpecularMap; uniform sampler2D DiffuseLayer; uniform sampler2D MetalnessMap; uniform sampler2D RoughnessMap; uniform sampler2D MRA; uniform sampler2D TeamColorMap; uniform sampler2D SphereMap; uniform samplerCube irradianceMap; uniform samplerCube specularIbl; uniform sampler2D brdfLUT; // Shader Params uniform float normal_map_weight; uniform float ao_density; uniform float emission_intensity; uniform vec4 fresnelParams; uniform vec4 base_color_mul_color; uniform vec3 emission_color; uniform vec3 specular_color; // Shader Options uniform float uking_texture2_texcoord; uniform float bake_shadow_type; uniform float enable_fresnel; uniform float enable_emission; // Texture Map Toggles uniform int HasDiffuse; uniform int HasNormalMap; uniform int HasSpecularMap; uniform int HasShadowMap; uniform int HasAmbientOcclusionMap; uniform int HasLightMap; uniform int HasTransparencyMap; uniform int HasEmissionMap; uniform int HasDiffuseLayer; uniform int HasMetalnessMap; uniform int HasRoughnessMap; uniform int HasMRA; uniform int roughnessAmount; uniform int UseAOMap; uniform int UseCavityMap; uniform int UseMetalnessMap; uniform int UseRoughnessMap; int isTransparent; uniform int renderDiffuse; uniform int renderSpecular; uniform int renderFresnel; struct VertexAttributes { vec3 objectPosition; vec2 texCoord; vec2 texCoord2; vec2 texCoord3; vec4 vertexColor; vec3 normal; vec3 viewNormal; vec3 tangent; vec3 bitangent; }; // Diffuse Channel Toggles uniform int RedChannel; uniform int GreenChannel; uniform int BlueChannel; uniform int AlphaChannel; out vec4 fragColor; #define gamma 2.2 const float PI = 3.14159265359; // Defined in BFRES_Utility.frag. vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float uking_texture2_texcoord); float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density); vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float uking_texture2_texcoord, vec3 emission_color); // Shader code adapted from learnopengl.com's PBR tutorial: // https://learnopengl.com/PBR/Theory vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness*roughness; float a2 = a*a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH*NdotH; float num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / denom; } float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r*r) / 8.0; float num = NdotV; float denom = NdotV * (1.0 - k) + k; return num / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 saturation(vec3 rgb, float adjustment) { const vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 intensity = vec3(dot(rgb, W)); return mix(intensity, rgb, adjustment); } vec3 DiffusePass(vec3 albedo, vec3 N, vec3 L, vec3 R) { float lambert = max(dot(N, L), 0.0); // Higher blend values make the dark region smoother and larger. float smoothness = 0.1; float center = 0.5; float edgeL = center; float edgeR = center + (smoothness * 0.5); float smoothLambert = smoothstep(edgeL, edgeR, lambert); float ambient = 0.6; smoothLambert = clamp(smoothLambert + ambient, 0, 1); vec3 diffuseTerm = albedo; diffuseTerm *= smoothLambert; return diffuseTerm * 1.5; } vec3 SpecularPass(vec3 albedo, vec3 N, vec3 H, vec3 R, float metallic, float specularMapIntensity) { // Specular pass vec3 specularTerm = vec3(0); // TODO: Metalness vec3 specularColor = albedo; specularTerm = specularColor; // Hack something together for now. vec3 specularLighting = texture(irradianceMap, R).rrr; float center = 0.375; float smoothness = 0.035; specularLighting = smoothstep(vec3(center - smoothness), vec3(center + smoothness), specularLighting); specularTerm *= specularLighting; specularTerm *= specularMapIntensity; return specularTerm; } vec3 FresnelPass(vec3 N, vec3 I) { // Fake edge lighting float nDotI = clamp(dot(N, I), 0, 1); float fresnel = 1 - nDotI; // TODO: Extract cel shade function. float center = 0.75; float smoothness = 0.015; fresnel = smoothstep(center - smoothness, center + smoothness, fresnel); vec3 fresnelTerm = vec3(1, 1, 0.75) * fresnel * 0.2; return fresnelTerm; } float GetComponent(int Type, vec4 Texture); void main() { fragColor = vec4(1); // Create a struct for passing all the vertex attributes to other functions. VertexAttributes vert; vert.objectPosition = objectPosition; vert.texCoord = f_texcoord0; vert.texCoord2 = f_texcoord1; vert.texCoord3 = f_texcoord2; vert.vertexColor = vertexColor; vert.normal = normal; vert.tangent = tangent; vert.bitangent = bitangent; vec3 lightColor = vec3(10); // Wireframe color. if (colorOverride == 1) { fragColor = vec4(1); return; } vec3 albedo = vec3(1); if (HasDiffuse == 1) { vec4 DiffuseTex = pow(texture(DiffuseMap, f_texcoord0).rgba, vec4(gamma)); //Comp Selectors albedo.r = GetComponent(RedChannel, DiffuseTex); albedo.g = GetComponent(GreenChannel, DiffuseTex); albedo.b = GetComponent(BlueChannel, DiffuseTex); } float metallic = DefaultMetalness; if (HasMetalnessMap == 1) metallic = texture(MetalnessMap, f_texcoord0).r; float roughness = DefaultRoughness; if (HasRoughnessMap == 1) roughness = texture(RoughnessMap, f_texcoord0).r; float ao = 1; if (HasShadowMap == 1 && UseAOMap == 1) ao = texture(BakeShadowMap, f_texcoord1).r; float shadow = 1; if (HasShadowMap == 1) shadow = texture(BakeShadowMap, f_texcoord1).g; float cavity = 1; vec3 lightMapColor = vec3(1); float lightMapIntensity = 0; if (HasLightMap == 1) { // lightMapColor = texture(BakeLightMap, f_texcoord1).rgb; // lightMapIntensity = texture(BakeLightMap, f_texcoord1).a; } // TODO: Extract function. float specularMapIntensity = 1; if (HasSpecularMap == 1) { if (uking_texture2_texcoord == 1) { metallic = texture(SpecularMap, f_texcoord1).g; specularMapIntensity = texture(SpecularMap, f_texcoord1).r; } else { metallic = texture(SpecularMap, f_texcoord0).g; specularMapIntensity = texture(SpecularMap, f_texcoord0).r; } } vec3 I = vec3(0,0,-1) * mat3(mtxCam); vec3 N = normal; if (HasNormalMap == 1 && useNormalMap == 1) N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord); vec3 V = normalize(I); //Eye View vec3 L = normalize(specLightDirection); //Light vec3 H = normalize(specLightDirection + I); //Half Angle vec3 R = reflect(-I, N); // reflection // Render passes vec3 outputColor = vec3(0); float kDiffuse = clamp(1.0 - metallic, 0, 1); outputColor += DiffusePass(albedo, N, L, R) * renderDiffuse; outputColor += SpecularPass(albedo, N, H, R, metallic, specularMapIntensity) * renderSpecular; outputColor += FresnelPass(N, V) * renderFresnel; if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map outputColor.rgb += EmissionPass(EmissionMap, emission_intensity, vert, uking_texture2_texcoord, emission_color); outputColor *= ao; outputColor *= (0.6 + shadow); float cavityStrength = 1.0; outputColor *= cavity * cavityStrength + (1.0 - cavityStrength); // TODO: Renders as black? // if (renderVertColor == 1) // fragColor *= min(vertexColor, vec4(1)); outputColor = pow(outputColor, vec3(1.0 / gamma)); fragColor.rgb = outputColor; // Alpha calculations. if (isTransparent == 1) { float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0)); fragColor.a = alpha; } }