nuclide/base/resources.pk3dir/glsl/defaultwall.glsl

248 lines
5.9 KiB
GLSL

//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
//
// Purpose:
//
// Lightmapped surface that contains an environment cube as a reflection.
// Alpha channel of the diffuse decides reflectivity.
//==============================================================================
!!ver 100 150
!!permu FOG
!!permu BUMP
!!permu DELUXE
!!permu SPECULAR
!!permu FULLBRIGHT
!!permu FAKESHADOWS
!!permu OFFSETMAPPING
!!samps diffuse lightmap
!!samps =BUMP normalmap
!!samps =DELUXE deluxemap
!!samps =SPECULAR specular reflectcube
!!samps =FULLBRIGHT fullbright
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
!!samps =FAKESHADOWS shadowmap
!!cvardf r_glsl_pcf
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
!!cvardf r_skipLightmap
#ifndef FRESNEL
#define FRESNEL 0.25f
#endif
#include "sys/defs.h"
varying vec2 tex_c;
#ifdef BUMP
varying vec3 eyevector;
varying mat3 invsurface;
#define PBR
#endif
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main (void)
{
lightmapped_init();
#ifdef PBR
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
tex_c = v_texcoord;
gl_Position = ftetransform();
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
#if r_skipLightmap==0
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
#else
#ifdef LIGHTSTYLED
#define LIGHTMAP0 vec3(0.5,0.5,0.5)
#define LIGHTMAP1 vec3(0.5,0.5,0.5)
#define LIGHTMAP2 vec3(0.5,0.5,0.5)
#define LIGHTMAP3 vec3(0.5,0.5,0.5)
#else
#define LIGHTMAP vec3(0.5,0.5,0.5)
#endif
#endif
float LightingFuncGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
{
float alpha = roughness*roughness;
vec3 H = normalize(V+L);
float dotNL = clamp(dot(N,L), 0.0, 1.0);
float dotLH = clamp(dot(L,H), 0.0, 1.0);
float dotNH = clamp(dot(N,H), 0.0, 1.0);
float F, D, vis;
// D
float alphaSqr = alpha*alpha;
float pi = 3.14159f;
float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0f;
D = alphaSqr/(pi * denom * denom);
// F
float dotLH5 = pow(1.0f-dotLH,5);
F = F0 + (1.0-F0)*(dotLH5);
// V
float k = alpha/2.0f;
float k2 = k*k;
float invK2 = 1.0f-k2;
vis = 1.0/(dotLH*dotLH*invK2 + k2);
float specular = dotNL * D * F * vis;
return specular;
}
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, texture2D(s_deluxemap0, lm0).rgb);
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, texture2D(s_deluxemap1, lm1).rgb);
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, texture2D(s_deluxemap2, lm2).rgb);
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, texture2D(s_deluxemap3, lm3).rgb);
#else
lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, texture2D(s_deluxemap, lm0).rgb);
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tex_c, eyevector);
#else
#define tcoffsetmap tex_c
#endif
/* samplers */
vec4 albedo_f = texture2D(s_diffuse, tcoffsetmap); // diffuse RGBA
vec3 normal_f = normalize(texture2D(s_normalmap, tcoffsetmap).rgb - 0.5); // normalmap RGB
/* deluxe/light */
vec3 deluxe = normalize(texture2D(s_deluxemap, lm0).rgb);
#ifdef PBR
float metalness_f =texture2D(s_specular, tcoffsetmap).r; // specularmap R
float roughness_f = texture2D(s_specular, tcoffsetmap).g; // specularmap G
float ao = texture2D(s_specular, tcoffsetmap).b; // specularmap B
/* coords */
vec3 cube_c;
/* calculate cubemap texcoords */
cube_c = reflect(-normalize(eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
/* do PBR reflection using cubemap */
gl_FragColor = albedo_f + (metalness_f * textureCube(s_reflectcube, cube_c));
/* do PBR specular using our handy function */
gl_FragColor += (LightingFuncGGX(normal_f, normalize(eyevector), deluxe, roughness_f, FRESNEL) * gl_FragColor);
#else
gl_FragColor = albedo_f;
#endif
/* calculate lightmap fragment on top */
gl_FragColor.rgb *= lightmap_fragment(normal_f);
/* r_shadows 2 */
#ifdef FAKESHADOWS
gl_FragColor.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* emissive texture/fullbright bits */
#ifdef FULLBRIGHT
vec3 emission_f = texture2D(s_fullbright, tcoffsetmap).rgb; // fullbrightmap RGB
gl_FragColor.rgb += emission_f;
#endif
/* ambient occlusion */
#ifdef PBR
gl_FragColor.rgb *= ao;
#endif
/* and let the engine add fog on top */
gl_FragColor = fog4(gl_FragColor);
}
#endif