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Fixing the material names
This commit is contained in:
parent
0ad7bacf02
commit
71863a1550
25 changed files with 93 additions and 93 deletions
libraries
entities-renderer/src
render-utils/src
DeferredBuffer.slhDeferredBufferWrite.slhDeferredGlobalLight.slhDeferredLightingEffect.hGeometryCache.cppanimdebugdraw.slvmodel.slfmodel_emissive.slfmodel_lightmap.slfmodel_lightmap.slvmodel_lightmap_normal_map.slfmodel_lightmap_normal_map.slvmodel_lightmap_normal_specular_map.slfmodel_lightmap_specular_map.slfmodel_normal_map.slfmodel_normal_map.slvmodel_normal_specular_map.slfmodel_translucent.slfoverlay3D.slfoverlay3D_emissive.slfoverlay3D_translucent.slfoverlay3D_translucent_emissive.slfskin_model.slv
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@ -15,7 +15,7 @@
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<@include DeferredBufferWrite.slh@>
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// the diffuse texture
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// the albedo texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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@ -16,7 +16,7 @@
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out vec4 _color;
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void main(void) {
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// pass along the diffuse color
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// pass along the color
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_color = colorToLinearRGBA(inColor);
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TransformCamera cam = getTransformCamera();
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@ -12,8 +12,8 @@
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<@def DEFERRED_BUFFER_SLH@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the albedo texture
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uniform sampler2D albedoMap;
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// the normal texture
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uniform sampler2D normalMap;
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@ -83,7 +83,7 @@ DeferredFragment unpackDeferredFragment(DeferredTransform deferredTransform, vec
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DeferredFragment frag;
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frag.depthVal = texture(depthMap, texcoord).r;
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frag.normalVal = texture(normalMap, texcoord);
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frag.diffuseVal = texture(diffuseMap, texcoord);
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frag.diffuseVal = texture(albedoMap, texcoord);
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frag.specularVal = texture(specularMap, texcoord);
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frag.obscurance = texture(obscuranceMap, texcoord).x;
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@ -43,32 +43,32 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const float DEFAULT_SHININESS = 10;
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void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, vec3 specular, float shininess) {
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if (alpha != 1.0) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, 1.0); // Opaque
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_fragColor0 = vec4(albedo.rgb, 1.0); // Opaque
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor2 = vec4(specular, shininess / 128.0);
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}
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, vec3 specular, float shininess, vec3 emissive) {
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if (alpha != 1.0) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, 0.5);
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_fragColor0 = vec4(albedo.rgb, 0.5);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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}
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 albedo, vec3 specular, float shininess) {
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if (alpha <= 0.0) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor0 = vec4(albedo.rgb, alpha);
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// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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// _fragColor2 = vec4(specular, shininess / 128.0);
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}
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@ -70,7 +70,7 @@ uniform SphericalHarmonics ambientSphere;
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<@include model/Light.slh@>
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<@func declareEvalAmbientGlobalColor()@>
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss) {
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// Need the light now
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Light light = getLight();
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@ -79,11 +79,11 @@ vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obsc
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 color = diffuse.rgb * getLightColor(light) * obscurance * getLightAmbientIntensity(light);
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vec3 color = albedo * getLightColor(light) * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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return color;
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}
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@ -93,7 +93,7 @@ vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obsc
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<$declareSphericalHarmonics()$>
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss) {
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// Need the light now
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Light light = getLight();
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@ -102,11 +102,11 @@ vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, floa
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 ambientNormal = fragNormal.xyz;
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vec3 color = diffuse.rgb * evalSphericalLight(ambientSphere, ambientNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec3 color = albedo * evalSphericalLight(ambientSphere, ambientNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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return color;
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}
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@ -117,7 +117,7 @@ vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, floa
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<$declareSkyboxMap()$>
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<$declareSphericalHarmonics()$>
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss) {
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// Need the light now
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Light light = getLight();
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@ -125,18 +125,18 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 color = diffuse.rgb * evalSphericalLight(ambientSphere, fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec3 color = albedo * evalSphericalLight(ambientSphere, fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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return color;
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}
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<@endfunc@>
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 diffuse, vec3 lightmap) {
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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Light light = getLight();
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@ -156,7 +156,7 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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return obscurance * diffuse * (ambientLight + diffuseLight);
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return obscurance * albedo * (ambientLight + diffuseLight);
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}
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<@endfunc@>
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@ -50,7 +50,7 @@ public:
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// update global lighting
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void setAmbientLightMode(int preset);
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void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity, float ambientIntensity);
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void setGlobalLight(const glm::vec3& direction, const glm::vec3& color, float intensity, float ambientIntensity);
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void setGlobalSkybox(const model::SkyboxPointer& skybox);
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const LightStage& getLightStage() { return _lightStage; }
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@ -1846,7 +1846,7 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
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void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emissive, bool depthBiased) {
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batch.setPipeline(getSimplePipeline(textured, culled, emissive, depthBiased));
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// If not textured, set a default diffuse map
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// If not textured, set a default albedo map
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if (!textured) {
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batch.setResourceTexture(render::ShapePipeline::Slot::ALBEDO_MAP,
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DependencyManager::get<TextureCache>()->getWhiteTexture());
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@ -16,7 +16,7 @@
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out vec4 _color;
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void main(void) {
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// pass along the diffuse color
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// pass along the color
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_color = colorToLinearRGBA(inColor.rgba);
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TransformCamera cam = getTransformCamera();
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@ -16,7 +16,7 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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uniform sampler2D albedoMap;
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in vec4 _position;
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in vec3 _normal;
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@ -25,15 +25,15 @@ in vec2 _texCoord0;
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void main(void) {
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// Fetch diffuse map
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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// Fetch albedo map
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vec4 albedo = texture(albedoMap, _texCoord0);
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Material mat = getMaterial();
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packDeferredFragment(
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normalize(_normal.xyz),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialAlbedo(mat) * diffuse.rgb * _color,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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getMaterialSpecular(mat),
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getMaterialShininess(mat));
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}
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@ -15,7 +15,7 @@
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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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uniform sampler2D diffuseMap;
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uniform sampler2D albedoMap;
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in vec2 _texCoord0;
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in vec3 _normal;
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@ -23,7 +23,7 @@ in vec3 _color;
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in float _alpha;
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void main(void) {
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vec4 texel = texture(diffuseMap, _texCoord0);
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vec4 texel = texture(albedoMap, _texCoord0);
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Material mat = getMaterial();
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vec3 fragColor = getMaterialAlbedo(mat) * texel.rgb * _color;
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@ -16,8 +16,8 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the albedo texture
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uniform sampler2D albedoMap;
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// the emissive map texture and parameters
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uniform sampler2D emissiveMap;
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@ -30,15 +30,15 @@ in vec3 _normal;
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in vec3 _color;
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void main(void) {
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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vec4 albedo = texture(albedoMap, _texCoord0);
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vec4 emissive = texture(emissiveMap, _texCoord1);
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Material mat = getMaterial();
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packDeferredFragmentLightmap(
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normalize(_normal),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialAlbedo(mat) * diffuse.rgb * _color,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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getMaterialSpecular(mat),
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getMaterialShininess(mat),
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(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
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@ -28,7 +28,7 @@ out vec3 _normal;
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out vec3 _color;
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void main(void) {
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// pass along the diffuse color in linear space
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// pass along the color in linear space
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_color = colorToLinearRGB(inColor.xyz);
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// and the texture coordinates
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@ -16,8 +16,8 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the albedo texture
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uniform sampler2D albedoMap;
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// the normal map texture
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uniform sampler2D normalMap;
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@ -43,15 +43,15 @@ void main(void) {
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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// set the diffuse, normal, specular data
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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vec4 albedo = texture(albedoMap, _texCoord0);
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vec4 emissive = texture(emissiveMap, _texCoord1);
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Material mat = getMaterial();
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packDeferredFragmentLightmap(
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normalize(viewNormal.xyz),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialAlbedo(mat) * diffuse.rgb * _color,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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getMaterialSpecular(mat),
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getMaterialShininess(mat),
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(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
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@ -29,7 +29,7 @@ out vec3 _tangent;
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out vec3 _color;
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void main(void) {
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// pass along the diffuse color in linear space
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// pass along the color in linear space
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_color = colorToLinearRGB(inColor.xyz);
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// and the texture coordinates
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@ -16,8 +16,8 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the albedo texture
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uniform sampler2D albedoMap;
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// the emissive map texture and parameters
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uniform sampler2D emissiveMap;
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@ -45,8 +45,8 @@ void main(void) {
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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// set the diffuse, normal, specular data
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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// set the albedo, normal, specular data
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vec4 albedo = texture(albedoMap, _texCoord0);
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vec3 specular = texture(specularMap, _texCoord0).rgb;
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vec4 emissive = texture(emissiveMap, _texCoord1);
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@ -54,8 +54,8 @@ void main(void) {
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packDeferredFragmentLightmap(
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normalize(viewNormal.xyz),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialAlbedo(mat) * diffuse.rgb * _color,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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specular, // no use of getMaterialSpecular(mat)
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getMaterialShininess(mat),
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(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
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@ -16,8 +16,8 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the albedo texture
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uniform sampler2D albedoMap;
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// the emissive map texture and parameters
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uniform sampler2D emissiveMap;
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@ -33,8 +33,8 @@ in vec3 _normal;
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in vec3 _color;
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void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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// set the albedo, normal, specular data
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vec4 albedo = texture(albedoMap, _texCoord0);
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vec3 specular = texture(specularMap, _texCoord0).rgb;
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vec4 emissive = texture(emissiveMap, _texCoord1);
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@ -42,8 +42,8 @@ void main(void) {
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packDeferredFragmentLightmap(
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normalize(_normal),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialAlbedo(mat) * diffuse.rgb * _color,
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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specular, // no use of getMaterialSpecular(mat)
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getMaterialShininess(mat),
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(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
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@ -16,8 +16,8 @@
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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||||
// the albedo texture
|
||||
uniform sampler2D albedoMap;
|
||||
|
||||
// the normal map texture
|
||||
uniform sampler2D normalMap;
|
||||
|
@ -37,14 +37,14 @@ void main(void) {
|
|||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0.st);
|
||||
vec4 albedo = texture(albedoMap, _texCoord0.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialAlbedo(mat) * diffuse.rgb * _color,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
|
||||
getMaterialAlbedo(mat) * albedo.rgb * _color,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -28,7 +28,7 @@ out vec3 _tangent;
|
|||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
// pass along the diffuse color
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
|
||||
// and the texture coordinates
|
||||
|
|
|
@ -16,8 +16,8 @@
|
|||
|
||||
<@include model/Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
// the albedo texture
|
||||
uniform sampler2D albedoMap;
|
||||
|
||||
// the normal map texture
|
||||
uniform sampler2D normalMap;
|
||||
|
@ -40,16 +40,16 @@ void main(void) {
|
|||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture(diffuseMap, _texCoord0);
|
||||
// set the albedo, normal, specular data
|
||||
vec4 albedo = texture(albedoMap, _texCoord0);
|
||||
vec3 specular = texture(specularMap, _texCoord0).rgb;
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialAlbedo(mat) * diffuse.rgb * _color,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
|
||||
getMaterialAlbedo(mat) * albedo.rgb * _color,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
@ -31,11 +31,11 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 d
|
|||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
color += vec3(albedo * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
|
||||
return vec4(color, opacity);
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragDiffuse = getMaterialAlbedo(mat) * albedo.rgb * _color;
|
||||
vec3 fragAlbedo = getMaterialAlbedo(mat) * albedo.rgb * _color;
|
||||
vec3 fragSpecular = getMaterialSpecular(mat);
|
||||
float fragGloss = getMaterialShininess(mat) / 128;
|
||||
float fragOpacity = getMaterialOpacity(mat) * albedo.a * _alpha;
|
||||
|
@ -64,7 +64,7 @@ void main(void) {
|
|||
_fragColor = evalGlobalColor(1.0,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
fragDiffuse,
|
||||
fragAlbedo,
|
||||
fragSpecular,
|
||||
fragGloss,
|
||||
fragOpacity);
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
@ -28,11 +28,11 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 d
|
|||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
color += vec3(albedo * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
|
||||
return vec4(color, opacity);
|
||||
}
|
||||
|
@ -48,14 +48,14 @@ in float _alpha;
|
|||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 diffuse = texture(originalTexture, _texCoord0);
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragDiffuse = diffuse.rgb * _color;
|
||||
vec3 fragAlbedo = albedo.rgb * _color;
|
||||
vec3 fragSpecular = vec3(0.1);
|
||||
float fragGloss = 10.0 / 128.0;
|
||||
float fragOpacity = diffuse.a;
|
||||
float fragOpacity = albedo.a;
|
||||
|
||||
if (fragOpacity <= 0.1) {
|
||||
discard;
|
||||
|
@ -64,7 +64,7 @@ void main(void) {
|
|||
vec4 color = evalGlobalColor(1.0,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
fragDiffuse,
|
||||
fragAlbedo,
|
||||
fragSpecular,
|
||||
fragGloss,
|
||||
fragOpacity);
|
||||
|
|
|
@ -20,12 +20,12 @@ in vec3 _color;
|
|||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 diffuse = texture(originalTexture, _texCoord0);
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
if (diffuse.a <= 0.1) {
|
||||
if (albedo.a <= 0.1) {
|
||||
discard;
|
||||
}
|
||||
vec4 color = vec4(diffuse.rgb * _color, diffuse.a);
|
||||
vec4 color = vec4(albedo.rgb * _color, albedo.a);
|
||||
|
||||
// Apply standard tone mapping
|
||||
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, vec3 specular, float gloss, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
@ -29,11 +29,11 @@ vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 d
|
|||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
color += vec3(albedo * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
|
||||
return vec4(color, opacity);
|
||||
}
|
||||
|
@ -49,19 +49,19 @@ in float _alpha;
|
|||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 diffuse = texture(originalTexture, _texCoord0);
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
vec3 fragDiffuse = diffuse.rgb * _color;
|
||||
vec3 fragAlbedo = albedo.rgb * _color;
|
||||
vec3 fragSpecular = vec3(0.1);
|
||||
float fragGloss = 10.0 / 128.0;
|
||||
float fragOpacity = diffuse.a * _alpha;
|
||||
float fragOpacity = albedo.a * _alpha;
|
||||
|
||||
vec4 color = evalGlobalColor(1.0,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
fragDiffuse,
|
||||
fragAlbedo,
|
||||
fragSpecular,
|
||||
fragGloss,
|
||||
fragOpacity);
|
||||
|
|
|
@ -21,7 +21,7 @@ in float _alpha;
|
|||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 diffuse = texture(originalTexture, _texCoord0);
|
||||
vec4 albedo = texture(originalTexture, _texCoord0);
|
||||
|
||||
_fragColor = vec4(diffuse.rgb * _color, diffuse.a * _alpha);
|
||||
_fragColor = vec4(albedo.rgb * _color, albedo.a * _alpha);
|
||||
}
|
||||
|
|
|
@ -32,7 +32,7 @@ void main(void) {
|
|||
|
||||
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
|
||||
|
||||
// pass along the diffuse color
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
|
||||
// and the texture coordinates
|
||||
|
|
Loading…
Reference in a new issue