gzdoom/wadsrc/static/shaders/scene/material.glsl
2023-09-25 21:18:58 +02:00

69 lines
1.7 KiB
GLSL

#include "shaders/scene/material_getTexel.glsl"
#include "shaders/scene/material_normalmap.glsl"
struct Material
{
vec4 Base;
vec4 Bright;
vec4 Glow;
vec3 Normal;
vec3 Specular;
float Glossiness;
float SpecularLevel;
float Metallic;
float Roughness;
float AO;
};
vec4 Process(vec4 color);
void SetupMaterial(inout Material mat);
vec3 ProcessMaterialLight(Material material, vec3 color);
vec2 GetTexCoord();
Material CreateMaterial()
{
Material material;
material.Base = vec4(0.0);
material.Bright = vec4(0.0);
material.Glow = vec4(0.0);
material.Normal = vec3(0.0);
material.Specular = vec3(0.0);
material.Glossiness = 0.0;
material.SpecularLevel = 0.0;
material.Metallic = 0.0;
material.Roughness = 0.0;
material.AO = 0.0;
SetupMaterial(material);
return material;
}
void SetMaterialProps(inout Material material, vec2 texCoord)
{
#ifdef NPOT_EMULATION
if (uNpotEmulation.y != 0.0)
{
float period = floor(texCoord.t / uNpotEmulation.y);
texCoord.s += uNpotEmulation.x * floor(mod(texCoord.t, uNpotEmulation.y));
texCoord.t = period + mod(texCoord.t, uNpotEmulation.y);
}
#endif
material.Base = getTexel(texCoord.st);
material.Normal = ApplyNormalMap(texCoord.st);
// OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called.
#ifndef NO_LAYERS
#if defined(TEXF_Brightmap)
material.Bright = desaturate(texture(brighttexture, texCoord.st));
#endif
#if defined(TEXF_Detailmap)
vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
material.Base.rgb *= Detail.rgb;
#endif
#if defined(TEXF_Glowmap)
material.Glow = desaturate(texture(glowtexture, texCoord.st));
#endif
#endif
}