blob: 5b8070498123321372ade78f51cbda2966616901 [file] [log] [blame]
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**
** 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.
**
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** 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
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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// add enum defines
#define scatter_reflect 0
#define scatter_transmit 1
#define scatter_reflect_transmit 2
#define QSSG_ENABLE_UV0 1
#define QSSG_ENABLE_WORLD_POSITION 1
#define QSSG_ENABLE_TEXTAN 1
#define QSSG_ENABLE_BINORMAL 0
#include "vertexFragmentBase.glsllib"
// set shader output
out vec4 fragColor;
// add structure defines
struct layer_result
{
vec4 base;
vec4 layer;
mat3 tanFrame;
};
// temporary declarations
vec3 ftmp0;
vec4 tmpShadowTerm;
layer_result layer;
#include "SSAOCustomMaterial.glsllib"
#include "sampleLight.glsllib"
#include "sampleProbe.glsllib"
#include "sampleArea.glsllib"
#include "square.glsllib"
#include "calculateRoughness.glsllib"
#include "evalBakedShadowMap.glsllib"
#include "evalEnvironmentMap.glsllib"
#include "luminance.glsllib"
#include "microfacetBSDF.glsllib"
#include "physGlossyBSDF.glsllib"
#include "simpleGlossyBSDF.glsllib"
#include "abbeNumberIOR.glsllib"
#include "fresnelLayer.glsllib"
#include "refraction.glsllib"
bool evalTwoSided()
{
return( true );
}
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 * microfacetBSDF( layer.tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.000000, 0.000000, scatter_reflect_transmit );
#endif
}
void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
{
#if QSSG_ENABLE_CG_LIGHTING
layer.base += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layer.tanFrame, varWorldPos, lightIdx, viewDir, 0.000000, 0.000000 );
#endif
}
void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
{
#if !QSSG_ENABLE_LIGHT_PROBE
layer.base += tmpShadowTerm * microfacetSampledBSDF( layer.tanFrame, viewDir, 0.000000, 0.000000, scatter_reflect_transmit );
#else
layer.base += tmpShadowTerm * sampleGlossy( layer.tanFrame, viewDir, 0.000000);
#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
}
float computeIOR()
{
return( true ? 1.0f : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) );
}
float evalCutout()
{
return( 1.000000 );
}
vec3 computeNormal()
{
return( normal );
}
void computeTemporaries()
{
ftmp0 = vec3( reflectivity_amount );
tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}
vec4 computeLayerWeights( in float alpha )
{
vec4 color;
color = layer.base * vec4( ftmp0, 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 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 color)
{
vec4 rgba = color;
float ratio = simpleFresnel( normal, materialIOR, uFresnelPower );
vec3 absorb_color = ( log( glass_color )/-1.000000 );
// prevent log(0) -> inf number issue
if ( isinf(absorb_color.r) ) absorb_color.r = 1.0;
if ( isinf(absorb_color.g) ) absorb_color.g = 1.0;
if ( isinf(absorb_color.b) ) absorb_color.b = 1.0;
rgba.rgb = mix(vec3(1.0) - absorb_color, rgba.rgb * (vec3(1.0) - absorb_color), ratio);
rgba.a = mix(uMinOpacity, alpha, ratio);
return rgba;
}