Switch-Toolbox/Toolbox/Shader/GFBModel.frag
2020-05-09 20:22:09 -04:00

329 lines
9 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 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 AmbientMap;
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 HasAmbientMap;
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;
//Parameters
uniform float ColorUVScaleU;
uniform float ColorUVScaleV;
uniform float ColorUVTranslateU;
uniform float ColorUVTranslateV;
uniform float ColorBaseU;
uniform float ColorBaseV;
uniform float NormalMapUVScaleU;
uniform float NormalMapUVScaleV;
uniform float NormalMapUVTranslateU;
uniform float NormalMapUVTranslateV;
uniform samplerCube irradianceMap;
uniform samplerCube specularIbl;
uniform sampler2D brdfLUT;
int isTransparent;
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
//Defined in PBR Utilty
vec3 FresnelSchlick(float cosTheta, vec3 F0);
vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
float DistributionGGX(vec3 N, vec3 H, float roughness);
float GeometrySchlickGGX(float NdotV, float roughness);
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
vec3 saturation(vec3 rgb, float adjustment);
//In Utility.frag
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.binormal = binormal;
float specIntensity = 0.1f;
// Wireframe color.
if (colorOverride == 1)
{
fragColor = vec4(1);
return;
}
vec3 albedo = vec3(1);
if (HasDiffuse == 1)
{
vec2 uvScale = vec2(ColorUVScaleU, ColorUVScaleV);
vec2 uvTranslate = vec2(ColorUVTranslateU, ColorUVTranslateV);
vec2 shift = vec2(ColorBaseU, ColorBaseV);
vec2 texCoord0 = shift + uvScale * (f_texcoord0.xy + (uvTranslate));
vec4 DiffuseTex = pow(texture(DiffuseMap, texCoord0).rgba, vec4(gamma));
//Comp Selectors
albedo.r = GetComponent(RedChannel, DiffuseTex);
albedo.g = GetComponent(GreenChannel, DiffuseTex);
albedo.b = GetComponent(BlueChannel, DiffuseTex);
}
float metallic = 0;
if (HasMetalnessMap == 1)
metallic = texture(MetalnessMap, f_texcoord0).r;
float roughness = 0.5;
if (HasRoughnessMap == 1)
roughness = texture(RoughnessMap, f_texcoord0).r;
float ao = 1;
if (HasAmbientMap == 1)
{
vec2 ambientUV = f_texcoord0;
ambientUV.x *= ColorUVScaleU + ColorUVTranslateU;
ambientUV.y *= ColorUVScaleV + ColorUVTranslateV;
float factor = texture(AmbientMap, ambientUV).b; //Usually 128,128,128. Intensity??
float ambient = 1 - (texture(AmbientMap, ambientUV).r * factor); //Inverted ao
float shadows = 1 - (texture(AmbientMap, ambientUV).g * factor); //Inverted shadows
ao = (ambient * shadows);
}
vec3 emissionTerm = vec3(0);
// Calculate shading vectors.
vec3 I = vec3(0,0,-1) * mat3(mtxCam);
vec3 N = normal;
vec3 V = normalize(I); // view
vec3 L = normalize(specLightDirection); // Light
vec3 H = normalize(specLightDirection + I); // half angle
vec3 R = reflect(-I, N); // reflection
vec3 f0 = mix(vec3(0.04), albedo, metallic); // dialectric
vec3 kS = FresnelSchlickRoughness(max(dot(N, V), 0.0), f0, roughness);
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
// Diffuse pass
vec3 diffuseIblColor = texture(irradianceMap, N).rgb;
vec3 diffuseTerm = diffuseIblColor * albedo;
diffuseTerm *= kD;
diffuseTerm *= ao;
diffuseTerm *= 1.1f;
// Adjust for metalness.
diffuseTerm *= clamp(1 - metallic, 0, 1);
diffuseTerm *= vec3(1) - kS.xxx;
//
// Specular pass.
int maxSpecularLod = 8;
vec3 specularIblColor = textureLod(specularIbl, R, roughness * maxSpecularLod).rgb;
vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec3 brdfTerm = (kS * envBRDF.x + envBRDF.y);
// vec3 specularTerm = specularIblColor * (kS * brdfTerm.x + brdfTerm.y) * specIntensity;
vec3 specularTerm = specularIblColor * brdfTerm * specIntensity;
// Add render passes.
fragColor.rgb = vec3(0);
fragColor.rgb += diffuseTerm;
fragColor.rgb += specularTerm;
fragColor.rgb += emissionTerm;
fragColor.rgb *= min(boneWeightsColored, vec3(1));
// HDR tonemapping
// fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
// Convert back to sRGB.
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
// Alpha calculations.
if (isTransparent == 1)
{
float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0));
fragColor.a = alpha;
}
if (renderVertColor == 1)
fragColor *= min(vert.vertexColor, vec4(1));
//Debug Shading
vec2 displayTexCoord = f_texcoord0;
if (uvChannel == 1)
displayTexCoord = f_texcoord0;
if (uvChannel == 2)
displayTexCoord = f_texcoord2;
if (uvChannel == 3)
displayTexCoord = f_texcoord3;
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
if (renderType == 1) // normals color
fragColor = vec4(displayNormal.rgb,1);
else if (renderType == 2)
{
diffuseIblColor = texture(irradianceMap, N).rgb;
diffuseTerm = diffuseIblColor * vec3(0.5);
diffuseTerm *= kD;
diffuseTerm *= ao;
// Adjust for metalness.
diffuseTerm *= clamp(1 - metallic, 0, 1);
diffuseTerm *= vec3(1) - kS.xxx;
fragColor.rgb = vec3(0);
fragColor.rgb += diffuseTerm;
fragColor.rgb += specularTerm;
fragColor.rgb += emissionTerm;
// Global brightness adjustment.
fragColor.rgb *= 1.5;
// HDR tonemapping
fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
// Convert back to sRGB.
fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
}
else if (renderType == 3) //DiffuseColor
{
vec2 uvScale = vec2(ColorUVScaleU, ColorUVScaleV);
vec2 uvTranslate = vec2(ColorUVTranslateU, ColorUVTranslateV);
vec2 shift = vec2(ColorBaseU, ColorBaseV);
vec2 texCoord0 = shift + uvScale * (displayTexCoord.xy + (uvTranslate));
//Comp Selectors
vec4 diffuseMapColor = vec4(texture(DiffuseMap, texCoord0).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 == 4) //Display Normal
{
if (HasNormalMap == 1)
fragColor.rgb = texture(NormalMap, displayTexCoord).rgb;
else
fragColor.rgb = vec3(0);
}
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 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;
}
}