#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 vec3 viewNormal; in vec4 vertexColor; in vec3 tangent; in vec3 bitangent; in vec3 boneWeightsColored; // Viewport Camera/Lighting uniform mat4 mtxMdl; uniform mat4 mtxCam; uniform mat4 projMatrix; uniform mat4 normalMatrix; uniform mat4 modelViewMatrix; uniform mat4 rotationMatrix; uniform int useImageBasedLighting; uniform int enableCellShading; uniform vec3 camPos; uniform vec3 light1Pos; 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 sampler2D SubSurfaceScatteringMap; 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; uniform float cSpecularType; uniform int UseSpecularColor; // 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 HasSubSurfaceScatteringMap; uniform int roughnessAmount; uniform int UseAOMap; uniform int UseCavityMap; uniform int UseMetalnessMap; uniform int UseRoughnessMap; // Diffuse Channel Toggles uniform int RedChannel; uniform int GreenChannel; uniform int BlueChannel; uniform int AlphaChannel; int isTransparent; struct VertexAttributes { vec3 objectPosition; vec2 texCoord; vec2 texCoord2; vec2 texCoord3; vec4 vertexColor; vec3 normal; vec3 viewNormal; vec3 tangent; vec3 bitangent; }; out vec4 fragColor; #define gamma 2.2 // Defined in Utility.frag. //float Luminance(vec3 rgb); // Defined in BFRES_Utility.frag. vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex); //float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density); //vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color); vec2 displayTexCoord = f_texcoord0; float GetComponent(int Type, vec4 Texture); void main() { if (uvChannel == 1) displayTexCoord = f_texcoord0; if (uvChannel == 2) displayTexCoord = f_texcoord2; if (uvChannel == 3) displayTexCoord = f_texcoord3; fragColor = vec4(vec3(0), 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.viewNormal = viewNormal; vert.tangent = tangent; vert.bitangent = bitangent; // Wireframe color. if (colorOverride == 1) { if (renderVertColor == 1) fragColor = vec4(vertexColor); else fragColor = vec4(1); return; } vec3 N = normal; if (HasNormalMap == 1 && useNormalMap == 1) N = CalcBumpedNormal(normal, NormalMap, vert, uking_texture2_texcoord); float metallic = 0; float roughness = 1; vec3 specIntensity = vec3(1); float ao = 1; if (HasMRA == 1) //Kirby Star Allies PBR map { //Note KSA has no way to tell if one gets unused or not because shaders :( //Usually it's just metalness with roughness and works fine metallic = texture(MRA, f_texcoord0).r; roughness = texture(MRA, f_texcoord0).g; ao = texture(MRA, f_texcoord0).b; specIntensity = vec3(texture(MRA, f_texcoord0).a); } else if (HasShadowMap == 1) { ao = texture(BakeShadowMap, f_texcoord1).r; } if (HasMetalnessMap == 1) { metallic = texture(MetalnessMap, displayTexCoord).r; } if (HasRoughnessMap == 1) { roughness = texture(RoughnessMap, displayTexCoord).r; } if (HasSpecularMap == 1) { if (uking_texture2_texcoord == 1) specIntensity = texture(SpecularMap, f_texcoord1).rgb; else specIntensity = texture(SpecularMap, f_texcoord0).rgb; } if (renderType == 1) // normals vertexColor { vec3 displayNormal = (N * 0.5) + 0.5; fragColor = vec4(displayNormal,1); } else if (renderType == 2) // Lighting { vec3 I = vec3(0,0,-1) * mat3(mtxCam); vec3 V = normalize(I); // view float light = max(dot(N, V), 0.0); fragColor = vec4(vec3(light), 1); } else if (renderType == 4) //Display Normal { if (uking_texture2_texcoord == 1) fragColor.rgb = texture(NormalMap, f_texcoord1).rgb; else fragColor.rgb = texture(NormalMap, displayTexCoord).rgb; } else if (renderType == 3) //DiffuseColor { //Comp Selectors vec4 diffuseMapColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1); diffuseMapColor.r = GetComponent(RedChannel, diffuseMapColor); diffuseMapColor.g = GetComponent(GreenChannel, diffuseMapColor); diffuseMapColor.b = GetComponent(BlueChannel, diffuseMapColor); fragColor = vec4(diffuseMapColor.rgb, 1); } else if (renderType == 5) // vertexColor fragColor = vertexColor; else if (renderType == 6) //Display Ambient Occlusion { fragColor = vec4(vec3(ao), 1); } else if (renderType == 7) // uv coords fragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1); else if (renderType == 8) // uv test pattern { fragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1); } else if (renderType == 9) //Display tangents { vec3 displayTangent = (tangent * 0.5) + 0.5; if (dot(tangent, vec3(1)) == 0) displayTangent = vec3(0); fragColor = vec4(displayTangent,1); } else if (renderType == 10) //Display bitangents { vec3 displayBitangent = (bitangent * 0.5) + 0.5; if (dot(bitangent, vec3(1)) == 0) displayBitangent = vec3(0); fragColor = vec4(displayBitangent,1); } else if (renderType == 12) { fragColor.rgb = boneWeightsColored; } else if (renderType == 11) //Light map { if (HasLightMap == 1) { vec4 lightMap = texture(BakeLightMap, f_texcoord2); fragColor = vec4(lightMap.rgb, 1); } else { fragColor = vec4(1); } } else if (renderType == 13) //Specular { if (UseSpecularColor == 1) fragColor = vec4(specIntensity.rgb, 1); else fragColor = vec4(vec3(specIntensity.r), 1); } else if (renderType == 14) //Shadow { if (HasShadowMap == 1) { float Shadow = texture(BakeShadowMap, f_texcoord1).g; fragColor = vec4(vec3(Shadow), 1); } else { fragColor = vec4(1); } } else if (renderType == 15) //MetalnessMap { fragColor = vec4(vec3(metallic), 1); } else if (renderType == 16) //RoughnessMap { fragColor = vec4(vec3(roughness), 1); } else if (renderType == 17) //SubSurfaceScatteringMap { if (HasSubSurfaceScatteringMap == 1) { vec3 sss = texture(SubSurfaceScatteringMap, displayTexCoord).rgb; fragColor = vec4(sss, 1); } else { fragColor = vec4(1); } } else if (renderType == 18) //EmmissionMap { if (HasEmissionMap == 1) { vec3 emm = texture(EmissionMap, displayTexCoord).rgb; fragColor = vec4(emm, 1); } else { fragColor = vec4(1); } } // Toggles rendering of individual color channels for all render modes. fragColor.rgb *= vec3(renderR, renderG, renderB); if (renderR == 1 && renderG == 0 && renderB == 0) fragColor.rgb = fragColor.rrr; else if (renderG == 1 && renderR == 0 && renderB == 0) fragColor.rgb = fragColor.ggg; else if (renderB == 1 && renderR == 0 && renderG == 0) fragColor.rgb = fragColor.bbb; }