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| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
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| ** GNU General Public License Usage |
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| ** General Public License version 3 or (at your option) any later version |
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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" |
| |
| uniform sampler2D refractiveTexture; |
| |
| 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 * microfacetBSDF( layer.tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, 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, roughness, roughness ); |
| |
| #endif |
| } |
| |
| void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) |
| { |
| #if !QSSG_ENABLE_LIGHT_PROBE |
| layer.base += tmpShadowTerm * microfacetSampledBSDF( layer.tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit ); |
| |
| #else |
| layer.base += tmpShadowTerm * sampleGlossy( layer.tanFrame, viewDir, roughness); |
| |
| #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( false ? 1.0 : 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 *= (vec3(1.0) - absorb_color); |
| vec3 refractColor = refraction( refractiveTexture, materialIOR ) * (vec3(1.0) - absorb_color); |
| rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0); |
| return rgba; |
| } |