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https://github.com/HifiExperiments/overte.git
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330 lines
12 KiB
Text
330 lines
12 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// <$_SCRIBE_FILENAME$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include graphics/Material.slh@>
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<@include graphics/MaterialTextures.slh@>
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<@include render-utils/ShaderConstants.h@>
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<@include CullFace.slh@>
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<@if not HIFI_USE_SHADOW@>
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<@if HIFI_USE_FORWARD or HIFI_USE_TRANSLUCENT@>
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<@include DefaultMaterials.slh@>
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<@include GlobalLight.slh@>
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<@if HIFI_USE_LIGHTMAP@>
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<$declareEvalLightmappedColor()$>
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<@elif HIFI_USE_TRANSLUCENT@>
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<@if not HIFI_USE_FORWARD@>
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<@include LightLocal.slh@>
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<@endif@>
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<$declareEvalGlobalLightingAlphaBlended()$>
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<@else@>
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<$declareEvalSkyboxGlobalColor(_SCRIBE_NULL, HIFI_USE_FORWARD)$>
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<@endif@>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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layout(location=0) out vec4 _fragColor0;
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<@else@>
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<@include DeferredBufferWrite.slh@>
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<@endif@>
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<@else@>
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layout(location=0) out vec4 _fragColor0;
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<@endif@>
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<@if HIFI_USE_UNLIT@>
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<@include LightingModel.slh@>
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<@endif@>
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<@if HIFI_USE_SHADOW or HIFI_USE_UNLIT@>
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<$declareMaterialTextures(ALBEDO)$>
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<@else@>
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<@if not HIFI_USE_LIGHTMAP@>
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<@if HIFI_USE_NORMALMAP and HIFI_USE_TRANSLUCENT@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL , METALLIC, EMISSIVE, OCCLUSION)$>
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<@elif HIFI_USE_NORMALMAP@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL , METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$>
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<@elif HIFI_USE_TRANSLUCENT@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL , METALLIC, EMISSIVE, OCCLUSION)$>
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<@else@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL , METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$>
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<@endif@>
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<@else@>
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<@if HIFI_USE_NORMALMAP@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
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<@else@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
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<@endif@>
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<$declareMaterialLightmap()$>
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<@endif@>
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<@endif@>
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<@if HIFI_USE_FADE@>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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<@endif@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
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#define _texCoord0 _texCoord01.xy
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#define _texCoord1 _texCoord01.zw
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<@if not HIFI_USE_SHADOW@>
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layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
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layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
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layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
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<@if HIFI_USE_NORMALMAP@>
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layout(location=RENDER_UTILS_ATTR_TANGENT_WS) in vec3 _tangentWS;
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<@endif@>
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<@endif@>
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void main(void) {
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<@if HIFI_USE_FADE@>
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<@if not HIFI_USE_SHADOW@>
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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<@else@>
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFadeClip(fadeParams, _positionWS.xyz);
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<@endif@>
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<@endif@>
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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<@if HIFI_USE_SHADOW or HIFI_USE_UNLIT@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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<@if HIFI_USE_TRANSLUCENT@>
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float cutoff = getMaterialOpacityCutoff(mat);
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, cutoff, opacity, matKey, opacity)$>;
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<$discardInvisible(opacity)$>;
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<@else@>
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float cutoff = getMaterialOpacityCutoff(mat);
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float opacity = 1.0;
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<$evalMaterialOpacityMask(albedoTex.a, cutoff, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<@endif@>
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<@if not HIFI_USE_SHADOW@>
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color.rgb;
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<@if HIFI_USE_FADE@>
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albedo += fadeEmissive;
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<@endif@>
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<@endif@>
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<@if HIFI_USE_SHADOW@>
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_fragColor0 = vec4(1.0);
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<@elif HIFI_USE_TRANSLUCENT or HIFI_USE_FORWARD@>
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_fragColor0 = vec4(albedo * isUnlitEnabled(), opacity);
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<@else@>
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packDeferredFragmentUnlit(
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evalFrontOrBackFaceNormal(normalize(_normalWS)),
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opacity,
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albedo * isUnlitEnabled());
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<@endif@>
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<@else@>
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<@if not HIFI_USE_LIGHTMAP@>
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<@if HIFI_USE_NORMALMAP and HIFI_USE_TRANSLUCENT@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, _SCRIBE_NULL)$>
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<@elif HIFI_USE_NORMALMAP@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, scatteringTex)$>
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<@elif HIFI_USE_TRANSLUCENT@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, _SCRIBE_NULL)$>
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<@else@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, scatteringTex)$>
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<@endif@>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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<@else@>
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<@if HIFI_USE_NORMALMAP@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex)$>
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<@else@>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex)$>
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<@endif@>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmap)$>
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<@endif@>
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<@if HIFI_USE_TRANSLUCENT@>
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float cutoff = getMaterialOpacityCutoff(mat);
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float opacity = getMaterialOpacity(mat) * _color.a;
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<$evalMaterialOpacity(albedoTex.a, cutoff, opacity, matKey, opacity)$>;
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<$discardInvisible(opacity)$>;
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<@else@>
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float cutoff = getMaterialOpacityCutoff(mat);
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float opacity = 1.0;
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<$evalMaterialOpacityMask(albedoTex.a, cutoff, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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<@endif@>
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color.rgb;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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<@if not HIFI_USE_LIGHTMAP@>
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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float occlusion = DEFAULT_OCCLUSION;
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<$evalMaterialOcclusion(occlusionTex, matKey, occlusion)$>;
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<@if not HIFI_USE_TRANSLUCENT@>
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float scattering = getMaterialScattering(mat);
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<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
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<@endif@>
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<@endif@>
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<@if HIFI_USE_NORMALMAP@>
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vec3 fragNormalWS;
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<$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$>
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<@else@>
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vec3 fragNormalWS = _normalWS;
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<@endif@>
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fragNormalWS = evalFrontOrBackFaceNormal(normalize(fragNormalWS));
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<@if HIFI_USE_FORWARD@>
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TransformCamera cam = getTransformCamera();
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vec3 fresnel = getFresnelF0(metallic, albedo);
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<@if not HIFI_USE_TRANSLUCENT@>
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<@if not HIFI_USE_LIGHTMAP@>
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vec4 color = vec4(evalSkyboxGlobalColor(
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cam._viewInverse,
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1.0,
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occlusion,
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_positionES.xyz,
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fragNormalWS,
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albedo,
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fresnel,
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metallic,
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roughness),
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opacity);
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color.rgb += emissive * isEmissiveEnabled();
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_fragColor0 = color;
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<@else@>
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_fragColor0 = vec4(evalLightmappedColor(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragNormalWS,
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albedo,
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lightmap),
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opacity);
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<@endif@>
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<@else@>
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<@if not HIFI_USE_LIGHTMAP@>
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_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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occlusion,
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_positionES.xyz,
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fragNormalWS,
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albedo,
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fresnel,
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metallic,
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emissive,
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roughness, opacity),
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opacity);
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<@else@>
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_fragColor0 = vec4(evalLightmappedColor(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragNormalWS,
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albedo,
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lightmap),
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opacity);
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<@endif@>
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<@endif@>
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<@else@>
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<@if not HIFI_USE_TRANSLUCENT@>
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<@if not HIFI_USE_LIGHTMAP@>
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packDeferredFragment(
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fragNormalWS,
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opacity,
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albedo,
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roughness,
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metallic,
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emissive
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<@if HIFI_USE_FADE@>
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+ fadeEmissive
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<@endif@>
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,
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occlusion,
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scattering);
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<@else@>
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packDeferredFragmentLightmap(
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fragNormalWS,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), opacity),
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albedo,
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roughness,
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metallic,
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lightmap
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<@if HIFI_USE_FADE@>
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+ fadeEmissive
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<@endif@>
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);
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<@endif@>
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<@else@>
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TransformCamera cam = getTransformCamera();
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<@if not HIFI_USE_LIGHTMAP@>
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vec3 fresnel = getFresnelF0(metallic, albedo);
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vec3 fragPositionWS = _positionWS.xyz;
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vec3 fragToEyeWS = cam._viewInverse[3].xyz - fragPositionWS;
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vec3 fragToEyeDirWS = normalize(fragToEyeWS);
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SurfaceData surfaceWS = initSurfaceData(roughness, fragNormalWS, fragToEyeDirWS);
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vec4 localLighting = vec4(0.0);
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<$fetchClusterInfo(_positionWS)$>;
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if (hasLocalLights(numLights, clusterPos, dims)) {
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localLighting = evalLocalLighting(cluster, numLights, fragPositionWS, surfaceWS,
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metallic, fresnel, albedo, 0.0,
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vec4(0), vec4(0), opacity);
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}
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_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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occlusion,
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_positionES.xyz,
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fragNormalWS,
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albedo,
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fresnel,
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metallic,
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emissive
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<@if HIFI_USE_FADE@>
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+ fadeEmissive
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<@endif@>
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,
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surfaceWS, opacity, localLighting.rgb),
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opacity);
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<@else@>
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_fragColor0 = vec4(evalLightmappedColor(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragNormalWS,
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albedo,
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lightmap),
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opacity);
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<@endif@>
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<@endif@>
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<@endif@>
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<@endif@>
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}
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