mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
221 lines
5.3 KiB
GLSL
221 lines
5.3 KiB
GLSL
#version 330
|
|
in vec3 objectPosition;
|
|
in vec2 f_texcoord0;
|
|
in vec2 f_texcoord1;
|
|
in vec2 f_texcoord2;
|
|
in vec2 f_texcoord3;
|
|
|
|
|
|
in vec3 normal;
|
|
in vec4 vertexColor;
|
|
in vec3 tangent;
|
|
in vec3 binormal;
|
|
|
|
in vec3 boneWeightsColored;
|
|
|
|
// Viewport Camera/Lighting
|
|
uniform mat4 mtxCam;
|
|
uniform mat4 mtxMdl;
|
|
|
|
uniform vec3 specLightDirection;
|
|
uniform vec3 difLightDirection;
|
|
uniform mat4 projMatrix;
|
|
uniform mat4 normalMatrix;
|
|
uniform mat4 modelViewMatrix;
|
|
uniform mat4 rotationMatrix;
|
|
|
|
uniform int colorOverride;
|
|
uniform int renderType;
|
|
uniform int renderVertColor;
|
|
uniform mat4 modelview;
|
|
uniform int uvChannel;
|
|
|
|
// Texture Samplers
|
|
uniform sampler2D DiffuseMap;
|
|
uniform sampler2D BakeShadowMap;
|
|
uniform sampler2D NormalMap;
|
|
uniform sampler2D BakeLightMap;
|
|
uniform sampler2D UVTestPattern;
|
|
uniform sampler2D EmissionMap;
|
|
uniform sampler2D SpecularMap;
|
|
uniform sampler2D DiffuseLayer;
|
|
uniform sampler2D MetalnessMap;
|
|
uniform sampler2D RoughnessMap;
|
|
uniform sampler2D ProjectionMap;
|
|
uniform sampler2D SphereMap;
|
|
|
|
// Texture Map Toggles
|
|
uniform int HasDiffuse;
|
|
uniform int HasNormalMap;
|
|
uniform int HasSpecularMap;
|
|
uniform int HasShadowMap;
|
|
uniform int HasAmbientOcclusionMap;
|
|
uniform int HasLightMap;
|
|
uniform int HasEmissionMap;
|
|
uniform int HasDiffuseLayer;
|
|
uniform int HasMetalnessMap;
|
|
uniform int HasRoughnessMap;
|
|
uniform int HasProjectionMap;
|
|
|
|
// Diffuse Channel Toggles
|
|
uniform int RedChannel;
|
|
uniform int GreenChannel;
|
|
uniform int BlueChannel;
|
|
uniform int AlphaChannel;
|
|
|
|
uniform samplerCube irradianceMap;
|
|
uniform samplerCube specularIbl;
|
|
uniform sampler2D brdfLUT;
|
|
|
|
uniform int isTransparent;
|
|
|
|
uniform int HasNoNormals;
|
|
|
|
out vec4 fragColor;
|
|
|
|
struct VertexAttributes {
|
|
vec3 objectPosition;
|
|
vec2 texCoord;
|
|
vec2 texCoord2;
|
|
vec2 texCoord3;
|
|
vec4 vertexColor;
|
|
vec3 normal;
|
|
vec3 viewNormal;
|
|
vec3 tangent;
|
|
vec3 binormal;
|
|
};
|
|
|
|
#define gamma 2.2
|
|
const float PI = 3.14159265359;
|
|
|
|
// Shader code adapted from learnopengl.com's PBR tutorial:
|
|
// https://learnopengl.com/PBR/Theory
|
|
|
|
//In Utility.frag
|
|
float GetComponent(int Type, vec4 Texture);
|
|
|
|
void main()
|
|
{
|
|
fragColor = vec4(0);
|
|
|
|
// 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.binormal = binormal;
|
|
|
|
float specIntensity = 1;
|
|
|
|
// Wireframe color.
|
|
if (colorOverride == 1)
|
|
{
|
|
fragColor = vec4(1);
|
|
return;
|
|
}
|
|
|
|
vec3 albedo = vec3(0.5);
|
|
float alpha = 1.0f;
|
|
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);
|
|
alpha = GetComponent(AlphaChannel, DiffuseTex);
|
|
}
|
|
|
|
// Diffuse lighting.
|
|
if (HasNoNormals == 0)
|
|
{
|
|
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
|
|
albedo *= halfLambert;
|
|
}
|
|
|
|
fragColor.rgb += albedo.rgb;
|
|
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
|
|
|
|
if (renderVertColor == 1)
|
|
fragColor *= min(vert.vertexColor, vec4(1));
|
|
|
|
// Global brightness adjustment.
|
|
// fragColor.rgb *= 1.5;
|
|
|
|
fragColor.a = 1;
|
|
if (isTransparent == 1)
|
|
{
|
|
fragColor.a = alpha;
|
|
}
|
|
|
|
//Debug Shading
|
|
vec2 displayTexCoord = f_texcoord0;
|
|
|
|
if (uvChannel == 1)
|
|
displayTexCoord = f_texcoord0;
|
|
if (uvChannel == 2)
|
|
displayTexCoord = f_texcoord1;
|
|
if (uvChannel == 3)
|
|
displayTexCoord = f_texcoord2;
|
|
|
|
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
|
|
|
|
// Diffuse lighting.
|
|
if (HasNoNormals == 1)
|
|
{
|
|
displayNormal = vec3(1);
|
|
}
|
|
|
|
if (renderType == 1) // normals color
|
|
fragColor = vec4(displayNormal.rgb,1);
|
|
else if (renderType == 2)
|
|
{
|
|
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
|
|
fragColor = vec4(vec3(halfLambert), 1);
|
|
}
|
|
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(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 binormals
|
|
{
|
|
vec3 displayBinormal = (binormal * 0.5) + 0.5;
|
|
if (dot(binormal, vec3(1)) == 0)
|
|
displayBinormal = vec3(0);
|
|
|
|
fragColor = vec4(displayBinormal,1);
|
|
}
|
|
else if (renderType == 12)
|
|
{
|
|
fragColor.rgb = boneWeightsColored;
|
|
}
|
|
}
|