| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of Qt 3D Studio. |
| ** |
| ** $QT_BEGIN_LICENSE:GPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
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| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 3 or (at your option) any later version |
| ** approved by the KDE Free Qt Foundation. The licenses are as published by |
| ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| // add enum defines |
| #define wrap_clamp 0 |
| #define wrap_repeat 1 |
| #define wrap_mirrored_repeat 2 |
| #define mono_alpha 0 |
| #define mono_average 1 |
| #define mono_luminance 2 |
| #define mono_maximum 3 |
| #define gamma_default 0 |
| #define gamma_linear 1 |
| #define gamma_srgb 2 |
| #define color_layer_blend 0 |
| #define color_layer_add 1 |
| #define color_layer_multiply 2 |
| #define color_layer_screen 3 |
| #define color_layer_overlay 4 |
| #define color_layer_brightness 5 |
| #define color_layer_color 6 |
| |
| #define QSSG_ENABLE_UV0 1 |
| #define QSSG_ENABLE_WORLD_POSITION 1 |
| #define QSSG_ENABLE_TEXTAN 1 |
| #define QSSG_ENABLE_BINORMAL 1 |
| |
| #include "vertexFragmentBase.glsllib" |
| |
| // set shader output |
| out vec4 fragColor; |
| |
| // add structure defines |
| struct texture_coordinate_info |
| { |
| vec3 position; |
| vec3 tangent_u; |
| vec3 tangent_v; |
| }; |
| |
| |
| struct bsdf_component |
| { |
| float weight; |
| vec4 component; |
| }; |
| |
| |
| struct color_layer |
| { |
| vec3 layer_color; |
| float weight; |
| int mode; |
| }; |
| |
| |
| struct texture_return |
| { |
| vec3 tint; |
| float mono; |
| }; |
| |
| |
| struct layer_result |
| { |
| vec4 base; |
| vec4 layer; |
| mat3 tanFrame; |
| }; |
| |
| |
| // temporary declarations |
| texture_coordinate_info tmp1; |
| vec3 tmp2; |
| vec3 ftmp0; |
| vec4 tmpShadowTerm; |
| |
| layer_result layer; |
| |
| #include "SSAOCustomMaterial.glsllib" |
| #include "sampleLight.glsllib" |
| #include "sampleProbe.glsllib" |
| #include "sampleArea.glsllib" |
| #include "tangentSpaceNormalTexture.glsllib" |
| #include "transformCoordinate.glsllib" |
| #include "rotationTranslationScale.glsllib" |
| #include "textureCoordinateInfo.glsllib" |
| #include "normalizedMix.glsllib" |
| #include "evalBakedShadowMap.glsllib" |
| #include "diffuseTransmissionBSDF.glsllib" |
| #include "luminance.glsllib" |
| #include "monoChannel.glsllib" |
| #include "fileTexture.glsllib" |
| #include "blendColorLayers.glsllib" |
| #include "diffuseReflectionBSDF.glsllib" |
| |
| bool evalTwoSided() |
| { |
| return( false ); |
| } |
| |
| vec3 computeFrontMaterialEmissive() |
| { |
| return( vec3( 0, 0, 0 ) ); |
| } |
| |
| void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor ) |
| { |
| #if QSSG_ENABLE_CG_LIGHTING |
| layer.base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, diffuseReflectionBSDF( normal, lightDir, lightDiffuse)) ) ); |
| |
| #endif |
| } |
| |
| void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) |
| { |
| #if QSSG_ENABLE_CG_LIGHTING |
| layer.base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, lightDiffuse * sampleAreaDiffuseTransmissive( layer.tanFrame, varWorldPos, lightIdx, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, lightDiffuse * sampleAreaDiffuse( layer.tanFrame, varWorldPos, lightIdx )) ) ); |
| |
| #endif |
| } |
| |
| void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) |
| { |
| #if !QSSG_ENABLE_LIGHT_PROBE |
| layer.base += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor; |
| |
| #else |
| layer.base += tmpShadowTerm * sampleDiffuse( layer.tanFrame ) * aoFactor; |
| |
| #endif |
| } |
| |
| void computeFrontLayerRnmColor( in vec3 normal, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) |
| { |
| #if QSSG_ENABLE_RNM |
| layer.base += tmpShadowTerm * diffuseRNM( normal, rnmX, rnmY, rnmZ ); |
| |
| #endif |
| } |
| |
| vec3 computeBackMaterialEmissive() |
| { |
| return( vec3(0, 0, 0) ); |
| } |
| |
| void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor ) |
| { |
| #if QSSG_ENABLE_CG_LIGHTING |
| layer.base += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| layer.layer += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| #endif |
| } |
| |
| void computeBackAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) |
| { |
| #if QSSG_ENABLE_CG_LIGHTING |
| layer.base += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| layer.layer += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| #endif |
| } |
| |
| void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) |
| { |
| #if !QSSG_ENABLE_LIGHT_PROBE |
| layer.base += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| layer.layer += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| #else |
| layer.base += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| layer.layer += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| #endif |
| } |
| |
| void computeBackLayerRnmColor( in vec3 normal, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) |
| { |
| #if QSSG_ENABLE_RNM |
| layer.base += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| layer.layer += vec4( 0.0, 0.0, 0.0, 1.0 ); |
| #endif |
| } |
| |
| float computeIOR() |
| { |
| return( false ? 1.0 : luminance( vec3( 1, 1, 1 ) ) ); |
| } |
| |
| float evalCutout() |
| { |
| return( 1.000000 ); |
| } |
| |
| vec3 computeNormal() |
| { |
| return( tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat ) ); |
| } |
| |
| void computeTemporaries() |
| { |
| tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) ); |
| tmp2 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint; |
| ftmp0 = blendColorLayers( color_layer[1]( color_layer(blendColorLayers( color_layer[1]( color_layer(fileTexture(transmission_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint, 1.000000, color_layer_blend ) ), tmp2, mono_average ).tint, 1.000000, color_layer_multiply ) ), vec3( 1, 1, 1 ), mono_average ).tint; |
| tmpShadowTerm = evalBakedShadowMap( texCoord0 ); |
| } |
| |
| vec4 computeLayerWeights( in float alpha ) |
| { |
| vec4 color; |
| color = layer.base * vec4( tmp2, 1.0); |
| return color; |
| } |
| |
| |
| void initializeLayerVariables(void) |
| { |
| // clear layers |
| layer.base = vec4(0.0, 0.0, 0.0, 1.0); |
| layer.layer = vec4(0.0, 0.0, 0.0, 1.0); |
| layer.tanFrame = orthoNormalize( tangentFrame( normal, varWorldPos ) ); |
| } |
| |
| vec4 computeOpacity(in vec4 color) |
| { |
| vec4 rgba = color; |
| rgba.a = uOpacity * 0.01; |
| return rgba; |
| } |