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https://github.com/overte-org/overte.git
synced 2025-04-21 06:44:06 +02:00
Added translucent shaders
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5 changed files with 289 additions and 0 deletions
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@ -44,6 +44,8 @@
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#include "simple_fade_vert.h"
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#include "simple_textured_fade_frag.h"
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#include "simple_textured_unlit_fade_frag.h"
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#include "simple_transparent_textured_fade_frag.h"
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#include "simple_transparent_textured_unlit_fade_frag.h"
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#include "model_frag.h"
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#include "model_unlit_frag.h"
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@ -79,6 +81,8 @@
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#include "model_lightmap_normal_map_fade_frag.h"
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#include "model_lightmap_normal_specular_map_fade_frag.h"
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#include "model_lightmap_specular_map_fade_frag.h"
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#include "model_translucent_fade_frag.h"
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#include "model_translucent_unlit_fade_frag.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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@ -216,8 +220,12 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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auto modelSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_specular_map_fade_frag));
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auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
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auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
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auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
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auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
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auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
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auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
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auto simpleTranslucentFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_fade_frag));
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auto simpleTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_fade_frag));
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using Key = render::ShapeKey;
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auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
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@ -293,6 +301,32 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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modelVertex, modelTranslucentPixel);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withFade(),
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modelFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withTranslucent().withFade(),
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simpleFadeVertex, simpleTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withUnlit().withFade(),
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modelFadeVertex, modelTranslucentUnlitFadePixel);
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addPipeline(
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Key::Builder().withTranslucent().withUnlit().withFade(),
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simpleFadeVertex, simpleTranslucentUnlitFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular().withFade(),
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modelFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
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modelFadeVertex, modelTranslucentFadePixel);
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// Lightmapped
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addPipeline(
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@ -361,6 +395,19 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
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skinModelNormalMapVertex, modelTranslucentPixel);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel);
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// Depth-only
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addPipeline(
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87
libraries/render-utils/src/model_translucent_fade.slf
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87
libraries/render-utils/src/model_translucent_fade.slf
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@ -0,0 +1,87 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_translucent_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 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 model/Material.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlended()$>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldFadePosition;
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out vec4 _fragColor;
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void main(void) {
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applyFade(_worldFadePosition.xyz);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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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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vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
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if (metallic <= 0.5) {
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metallic = 0.0;
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} else {
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fresnel = albedo;
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metallic = 1.0;
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}
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal = normalize(_normal);
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TransformCamera cam = getTransformCamera();
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_fragColor = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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occlusionTex,
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fragPosition,
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fragNormal,
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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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}
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46
libraries/render-utils/src/model_translucent_unlit_fade.slf
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libraries/render-utils/src/model_translucent_unlit_fade.slf
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@ -0,0 +1,46 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_translucent_unlit_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 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 model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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<@include LightingModel.slh@>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec2 _texCoord0;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldFadePosition;
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out vec4 _fragColor;
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void main(void) {
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applyFade(_worldFadePosition.xyz);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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_fragColor = vec4(albedo * isUnlitEnabled(), opacity);
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}
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@ -0,0 +1,68 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_transparent_textured_fade.slf
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 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 gpu/Color.slh@>
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<@include DeferredBufferWrite.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlended()$>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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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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in vec4 _position;
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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void main(void) {
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applyFade(_worldFadePosition.xyz);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float opacity = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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opacity = -_color.a;
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}
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opacity *= texel.a;
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vec3 albedo = _color.rgb * texel.rgb;
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal = normalize(_normal);
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TransformCamera cam = getTransformCamera();
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_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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1.0,
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fragPosition,
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fragNormal,
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albedo,
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DEFAULT_FRESNEL,
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0.0,
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vec3(0.0f),
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DEFAULT_ROUGHNESS,
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opacity),
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opacity);
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}
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@ -0,0 +1,41 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_transparent_textured_unlit_fade.slf
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 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 gpu/Color.slh@>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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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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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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layout(location = 0) out vec4 _fragColor0;
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void main(void) {
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applyFade(_worldFadePosition.xyz);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float colorAlpha = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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colorAlpha = -_color.a;
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}
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_fragColor0 = vec4(_color.rgb * texel.rgb, colorAlpha * texel.a);
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}
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