FModel/FModel/Resources/default.frag

137 lines
3.2 KiB
GLSL

#version 330 core
#define MAX_UV_COUNT 8
in vec3 fPos;
in vec3 fNormal;
in vec3 fTangent;
in vec2 fTexCoords;
in float fTexLayer;
in vec4 fColor;
struct Texture
{
sampler2D Sampler;
vec4 Color;
};
struct Boost
{
vec3 Color;
float Exponent;
};
struct Mask
{
sampler2D Sampler;
Boost SkinBoost;
float AmbientOcclusion;
float Cavity;
};
struct Parameters
{
Texture Diffuse[MAX_UV_COUNT];
Texture Normals[MAX_UV_COUNT];
Texture SpecularMasks[MAX_UV_COUNT];
Texture Emissive[MAX_UV_COUNT];
Mask M;
bool HasM;
float Roughness;
float SpecularMult;
float EmissiveMult;
float UVScale;
};
uniform Parameters uParameters;
uniform int uNumTexCoords;
uniform vec3 uViewPos;
uniform bool bVertexColors;
uniform bool bVertexNormals;
uniform bool bVertexTangent;
uniform bool bVertexTexCoords;
out vec4 FragColor;
int LayerToIndex()
{
return min(int(fTexLayer), uNumTexCoords - 1);
}
vec4 SamplerToVector(sampler2D s)
{
return texture(s, fTexCoords * uParameters.UVScale);
}
vec3 ComputeNormals(int layer)
{
vec3 normal = SamplerToVector(uParameters.Normals[layer].Sampler).rgb * 2.0 - 1.0;
vec3 t = normalize(fTangent);
vec3 n = normalize(fNormal);
vec3 b = -normalize(cross(n, t));
mat3 tbn = mat3(t, b, n);
return normalize(tbn * normal);
}
void main()
{
if (bVertexColors)
{
FragColor = fColor;
}
else if (bVertexNormals)
{
FragColor = vec4(fNormal, 1);
}
else if (bVertexTangent)
{
FragColor = vec4(fTangent, 1);
}
else if (bVertexTexCoords)
{
FragColor = vec4(fTexCoords, 0, 1);
}
else
{
int layer = LayerToIndex();
vec4 diffuse = SamplerToVector(uParameters.Diffuse[layer].Sampler);
vec3 result = uParameters.Diffuse[layer].Color.rgb * diffuse.rgb;
vec3 normals = ComputeNormals(layer);
vec3 light_direction = normalize(uViewPos - fPos);
result += max(dot(normals, light_direction), 0.0f) * result;
if (uParameters.HasM)
{
vec3 m = SamplerToVector(uParameters.M.Sampler).rgb;
float subsurface = clamp(m.b * .04f, 0.0f, 1.0f);
if (subsurface > 0.0f && uParameters.M.SkinBoost.Exponent > 0.0f)
{
vec3 color = pow(uParameters.M.SkinBoost.Exponent, 2) * uParameters.M.SkinBoost.Color;
result *= clamp(color * m.b, 0.0f, 1.0f);
}
result *= m.r * uParameters.M.AmbientOcclusion;
result += m.g * uParameters.M.Cavity;
}
vec3 reflect_direction = reflect(-light_direction, normals);
vec3 specular_masks = SamplerToVector(uParameters.SpecularMasks[layer].Sampler).rgb;
float specular = uParameters.SpecularMult * max(0.0f, specular_masks.r);
float metallic = max(0.0f, dot(light_direction, reflect_direction) * specular_masks.g);
float roughness = max(0.0f, uParameters.Roughness * specular_masks.b);
result += metallic * roughness * specular;
vec4 emissive = SamplerToVector(uParameters.Emissive[layer].Sampler);
result += uParameters.Emissive[layer].Color.rgb * emissive.rgb * uParameters.EmissiveMult;
FragColor = vec4(result, 1.0f);
}
}