106 lines
2 KiB
GLSL
106 lines
2 KiB
GLSL
// Merge with mesh.frag
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float mask;
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#ifdef _BaseTex
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uniform sampler2D sbase;
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#endif
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#ifdef _NorTex
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uniform sampler2D snormal;
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#endif
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#ifdef _NorStr
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uniform float normalStrength;
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#endif
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#ifdef _OccTex
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uniform sampler2D socclusion;
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#else
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uniform float occlusion;
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#endif
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#ifdef _RoughTex
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uniform sampler2D srough;
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#else
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uniform float roughness;
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#endif
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#ifdef _RoughStr
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uniform float roughnessStrength;
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#endif
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#ifdef _MetTex
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uniform sampler2D smetal;
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#else
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uniform float metalness;
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#endif
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uniform sampler2D sheight;
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uniform float heightStrength;
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in vec2 te_texCoord;
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#ifdef _NorTex
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in mat3 TBN;
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#else
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in vec3 te_normal;
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#endif
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out vec4[2] fragColor;
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float packFloat(float f1, float f2) {
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float index = floor(f1 * 1000.0); // Temporary
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float alpha = clamp(f2, 0.0, 1.0 - 0.001);
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return index + alpha;
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}
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vec2 octahedronWrap(vec2 v) {
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return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
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}
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void main() {
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vec2 newCoord = te_texCoord;
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#ifdef _NorTex
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vec3 n = (texture(snormal, newCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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#else
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vec3 n = normalize(te_normal);
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#endif
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#ifdef _NorStr
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n *= normalStrength;
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#endif
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vec3 baseColor = vec3(1.0);//matColor.rgb;
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#ifdef _BaseTex
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vec4 texel = texture(sbase, newCoord);
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#ifdef _AlphaTest
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if(texel.a < 0.4)
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discard;
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#endif
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texel.rgb = pow(texel.rgb, vec3(2.2)); // Variant 1
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baseColor *= texel.rgb;
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#endif
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#ifdef _MetTex
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float metalness = texture(smetal, newCoord).r;
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#endif
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#ifdef _RoughTex
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float roughness = texture(srough, newCoord).r;
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#endif
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#ifdef _RoughStr
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roughness *= roughnessStrength;
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#endif
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#ifdef _OccTex
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float occ = texture(socclusion, newCoord).r;
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#else
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float occ = occlusion;
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#endif
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// Pack normal
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);
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fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), mask);
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fragColor[1] = vec4(baseColor.rgb, occ);
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}
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