Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass

This commit is contained in:
Sam Gateau 2018-02-08 23:07:39 -08:00
parent b66da1897d
commit f20e1a727e
28 changed files with 121 additions and 875 deletions

View file

@ -1,68 +0,0 @@
<!
// ForwardBuffer.slh
// libraries/render-utils/src
//
// Created by Gabriel Calero & Cristian Duarte on 31/07/17.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not FORWARD_BUFFER_SLH@>
<@def FORWARD_BUFFER_SLH@>
<@include gpu/PackedNormal.slh@>
// Unpack the metallic-mode value
const float FRAG_PACK_SHADED_NON_METALLIC = 0.0;
const float FRAG_PACK_SHADED_METALLIC = 0.1;
const float FRAG_PACK_SHADED_RANGE_INV = 1.0 / (FRAG_PACK_SHADED_METALLIC - FRAG_PACK_SHADED_NON_METALLIC);
const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.2;
const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.3;
const float FRAG_PACK_LIGHTMAPPED_RANGE_INV = 1.0 / (FRAG_PACK_LIGHTMAPPED_METALLIC - FRAG_PACK_LIGHTMAPPED_NON_METALLIC);
const float FRAG_PACK_SCATTERING_NON_METALLIC = 0.4;
const float FRAG_PACK_SCATTERING_METALLIC = 0.5;
const float FRAG_PACK_SCATTERING_RANGE_INV = 1.0 / (FRAG_PACK_SCATTERING_METALLIC - FRAG_PACK_SCATTERING_NON_METALLIC);
const float FRAG_PACK_UNLIT = 0.6;
const int FRAG_MODE_UNLIT = 0;
const int FRAG_MODE_SHADED = 1;
const int FRAG_MODE_LIGHTMAPPED = 2;
const int FRAG_MODE_SCATTERING = 3;
void unpackModeMetallic(float rawValue, out int mode, out float metallic) {
if (rawValue <= FRAG_PACK_SHADED_METALLIC) {
mode = FRAG_MODE_SHADED;
metallic = clamp((rawValue - FRAG_PACK_SHADED_NON_METALLIC) * FRAG_PACK_SHADED_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_LIGHTMAPPED_METALLIC) {
mode = FRAG_MODE_LIGHTMAPPED;
metallic = clamp((rawValue - FRAG_PACK_LIGHTMAPPED_NON_METALLIC) * FRAG_PACK_LIGHTMAPPED_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_SCATTERING_METALLIC) {
mode = FRAG_MODE_SCATTERING;
metallic = clamp((rawValue - FRAG_PACK_SCATTERING_NON_METALLIC) * FRAG_PACK_SCATTERING_RANGE_INV, 0.0, 1.0);
} else if (rawValue >= FRAG_PACK_UNLIT) {
mode = FRAG_MODE_UNLIT;
metallic = 0.0;
}
}
float packShadedMetallic(float metallic) {
return mix(FRAG_PACK_SHADED_NON_METALLIC, FRAG_PACK_SHADED_METALLIC, metallic);
}
float packLightmappedMetallic(float metallic) {
return mix(FRAG_PACK_LIGHTMAPPED_NON_METALLIC, FRAG_PACK_LIGHTMAPPED_METALLIC, metallic);
}
float packScatteringMetallic(float metallic) {
return mix(FRAG_PACK_SCATTERING_NON_METALLIC, FRAG_PACK_SCATTERING_METALLIC, metallic);
}
float packUnlit() {
return FRAG_PACK_UNLIT;
}
<@endif@>

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@ -1,25 +0,0 @@
<!
// ForwardBufferWrite.slh
// libraries/render-utils/src
//
// Created by Gabriel Calero & Cristian Duarte on 31/07/17.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not FORWARD_BUFFER_WRITE_SLH@>
<@def FORWARD_BUFFER_WRITE_SLH@>
layout(location = 0) out vec4 _fragColor0;
const float DEFAULT_ROUGHNESS = 0.9;
const float DEFAULT_SHININESS = 10.0;
const float DEFAULT_METALLIC = 0.0;
const vec3 DEFAULT_SPECULAR = vec3(0.1);
const vec3 DEFAULT_EMISSIVE = vec3(0.0);
const float DEFAULT_OCCLUSION = 1.0;
const float DEFAULT_SCATTERING = 0.0;
const vec3 DEFAULT_FRESNEL = DEFAULT_EMISSIVE;
<@endif@>

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@ -139,8 +139,6 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
// color = computeHazeColorKeyLightAttenuation(color, lightDirection, position); // color = computeHazeColorKeyLightAttenuation(color, lightDirection, position);
// } // }
// return normal;
// return pow(color, vec3(1.0/2.2));
return color; return color;
} }

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@ -24,6 +24,7 @@
#include "StencilMaskPass.h" #include "StencilMaskPass.h"
#include "ZoneRenderer.h" #include "ZoneRenderer.h"
#include "FadeEffect.h" #include "FadeEffect.h"
#include "ToneMappingEffect.h"
#include "BackgroundStage.h" #include "BackgroundStage.h"
#include "FramebufferCache.h" #include "FramebufferCache.h"
#include "TextureCache.h" #include "TextureCache.h"
@ -83,6 +84,10 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying(); const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying();
task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber); task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMappingDeferred::Inputs(framebuffer, framebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // Debug the bounds of the rendered items, still look at the zbuffer { // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas); task.addJob<DrawBounds>("DrawMetaBounds", metas);

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@ -49,36 +49,25 @@
#include "model_frag.h" #include "model_frag.h"
#include "model_unlit_frag.h" #include "model_unlit_frag.h"
#include "model_normal_map_frag.h" #include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_fade_vert.h" #include "model_fade_vert.h"
#include "model_normal_map_fade_vert.h" #include "model_normal_map_fade_vert.h"
#include "model_fade_frag.h" #include "model_fade_frag.h"
#include "model_unlit_fade_frag.h" #include "model_unlit_fade_frag.h"
#include "model_normal_map_fade_frag.h" #include "model_normal_map_fade_frag.h"
#include "model_normal_specular_map_fade_frag.h"
#include "model_specular_map_fade_frag.h"
#include "forward_model_frag.h" #include "forward_model_frag.h"
#include "forward_model_unlit_frag.h" #include "forward_model_unlit_frag.h"
#include "forward_model_normal_map_frag.h" #include "forward_model_normal_map_frag.h"
#include "forward_model_normal_specular_map_frag.h"
#include "forward_model_specular_map_frag.h"
#include "forward_model_translucent_frag.h" #include "forward_model_translucent_frag.h"
#include "model_lightmap_frag.h" #include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h" #include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h" #include "model_translucent_frag.h"
#include "model_translucent_unlit_frag.h" #include "model_translucent_unlit_frag.h"
#include "model_lightmap_fade_frag.h" #include "model_lightmap_fade_frag.h"
#include "model_lightmap_normal_map_fade_frag.h" #include "model_lightmap_normal_map_fade_frag.h"
#include "model_lightmap_normal_specular_map_fade_frag.h"
#include "model_lightmap_specular_map_fade_frag.h"
#include "model_translucent_fade_frag.h" #include "model_translucent_fade_frag.h"
#include "model_translucent_unlit_fade_frag.h" #include "model_translucent_unlit_fade_frag.h"
@ -216,20 +205,20 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto simpleUnlitPixel = simple_textured_unlit_frag::getShader(); auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader(); auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader(); auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
auto modelPixel = model_specular_map_frag::getShader(); //model_frag::getShader(); auto modelPixel = model_frag::getShader();
auto modelUnlitPixel = model_unlit_frag::getShader(); auto modelUnlitPixel = model_unlit_frag::getShader();
auto modelNormalMapPixel = model_normal_specular_map_frag::getShader(); //model_normal_map_frag::getShader(); auto modelNormalMapPixel = model_normal_map_frag::getShader();
auto modelTranslucentPixel = model_translucent_frag::getShader(); auto modelTranslucentPixel = model_translucent_frag::getShader();
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader(); auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
auto modelShadowPixel = model_shadow_frag::getShader(); auto modelShadowPixel = model_shadow_frag::getShader();
auto modelLightmapPixel = model_lightmap_specular_map_frag::getShader(); // model_lightmap_frag::getShader(); auto modelLightmapPixel = model_lightmap_frag::getShader();
auto modelLightmapNormalMapPixel = model_lightmap_normal_specular_map_frag::getShader(); //model_lightmap_normal_map_frag::getShader(); auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
auto modelLightmapFadePixel = model_lightmap_specular_map_fade_frag::getShader(); //model_lightmap_fade_frag::getShader(); auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
auto modelLightmapNormalMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader(); //model_lightmap_normal_map_fade_frag::getShader(); auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
auto modelFadePixel = model_specular_map_fade_frag::getShader(); //model_fade_frag::getShader(); auto modelFadePixel = model_fade_frag::getShader();
auto modelUnlitFadePixel = model_unlit_fade_frag::getShader(); auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
auto modelNormalMapFadePixel = model_normal_specular_map_fade_frag::getShader(); //model_normal_map_fade_frag::getShader(); auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
auto modelShadowFadePixel = model_shadow_fade_frag::getShader(); auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader(); auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader(); auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
@ -385,9 +374,9 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader(); auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
// Pixel shaders // Pixel shaders
auto modelPixel = forward_model_specular_map_frag::getShader(); //forward_model_frag::getShader(); auto modelPixel = forward_model_frag::getShader();
auto modelUnlitPixel = forward_model_unlit_frag::getShader(); auto modelUnlitPixel = forward_model_unlit_frag::getShader();
auto modelNormalMapPixel = forward_model_normal_specular_map_frag::getShader(); //forward_model_normal_map_frag::getShader(); auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
auto modelTranslucentPixel = forward_model_translucent_frag::getShader(); auto modelTranslucentPixel = forward_model_translucent_frag::getShader();
using Key = render::ShapeKey; using Key = render::ShapeKey;
@ -400,8 +389,8 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
}; };
// Forward pipelines need the lightBatchSetter for opaques and transparents // Forward pipelines need the lightBatchSetter for opaques and transparents
forceLightBatchSetter = true; // forceLightBatchSetter = true;
// forceLightBatchSetter = false; forceLightBatchSetter = false;
// Opaques // Opaques
addPipeline(Key::Builder().withMaterial(), modelVertex, modelPixel); addPipeline(Key::Builder().withMaterial(), modelVertex, modelPixel);

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@ -1,18 +1,16 @@
<@include gpu/Config.slh@> <@include gpu/Config.slh@>
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// forward_model.frag //
// forward_model_specular_map.frag
// fragment shader // fragment shader
// //
// Created by Andrzej Kapolka on 10/14/13. // Created by Sam Gateau on 2/15/2016.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
<! <@include ForwardBufferWrite.slh@> !>
<@include ForwardGlobalLight.slh@> <@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$> <$declareEvalSkyboxGlobalColor()$>
@ -22,21 +20,21 @@
<$declareStandardCameraTransform()$> <$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, _SCRIBE_NULL)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position; in vec4 _position;
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
out vec4 _fragColor; layout(location = 0) out vec4 _fragColor0;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<! <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> !> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
@ -46,21 +44,20 @@ void main(void) {
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color; albedo *= _color;
float metallic = getMaterialMetallic(mat);
vec3 fresnel = getFresnelF0(metallic, albedo);
float roughness = getMaterialRoughness(mat); float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat); vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 fragPosition = _position.xyz; vec3 fragPosition = _position.xyz;
vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
vec3 fragNormal;
fragNormal = normalize(_normal);
vec4 color = vec4(evalSkyboxGlobalColor( vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse, cam._viewInverse,
@ -72,7 +69,8 @@ void main(void) {
fresnel, fresnel,
metallic, metallic,
roughness), roughness),
opacity); opacity);
color.rgb += emissive * isEmissiveEnabled(); color.rgb += emissive * isEmissiveEnabled();
_fragColor = color;
_fragColor0 = color;
} }

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@ -2,18 +2,16 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// forward_model_normal_map.frag // forward_model_normal_specular_map.frag
// fragment shader // fragment shader
// //
// Created by Andrzej Kapolka on 10/29/13. // Created by Sam Gateau on 2/15/2016.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
<! <@include ForwardBufferWrite.slh@> !>
<@include ForwardGlobalLight.slh@> <@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$> <$declareEvalSkyboxGlobalColor()$>
@ -23,7 +21,7 @@
<$declareStandardCameraTransform()$> <$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION, SCATTERING)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position; in vec4 _position;
in vec2 _texCoord0; in vec2 _texCoord0;
@ -32,40 +30,38 @@ in vec3 _normal;
in vec3 _tangent; in vec3 _tangent;
in vec3 _color; in vec3 _color;
out vec4 _fragColor; layout(location = 0) out vec4 _fragColor0;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, scatteringTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>; <$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat); vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color; albedo *= _color;
float metallic = getMaterialMetallic(mat);
vec3 fresnel = getFresnelF0(metallic, albedo);
float roughness = getMaterialRoughness(mat); float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat); vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float scattering = getMaterialScattering(mat); float metallic = getMaterialMetallic(mat);
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>; <$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 fragPosition = _position.xyz; vec3 fragPosition = _position.xyz;
vec3 fragNormal; vec3 fragNormal;
<$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$> <$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$>
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
vec4 color = vec4(evalSkyboxGlobalColor( vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse, cam._viewInverse,
1.0, 1.0,
@ -76,10 +72,9 @@ void main(void) {
fresnel, fresnel,
metallic, metallic,
roughness), roughness),
opacity); opacity);
color.rgb += emissive * isEmissiveEnabled(); color.rgb += emissive * isEmissiveEnabled();
// _fragColor = vec4(albedo, opacity); _fragColor0 = color;
_fragColor = color;
} }

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@ -1,81 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_model_normal_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
<@include graphics/Material.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 fragPosition = _position.xyz;
vec3 fragNormal;
<$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$>
TransformCamera cam = getTransformCamera();
vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
roughness),
opacity);
color.rgb += emissive * isEmissiveEnabled();
// _fragColor = vec4(albedo, opacity);
_fragColor = color;
}

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@ -1,81 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_model_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<!<@include ForwardBufferWrite.slh@> !>
<@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
<@include graphics/Material.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 fragPosition = _position.xyz;
vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera();
vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
1.0,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
roughness),
opacity);
color.rgb += emissive * isEmissiveEnabled();
// _fragColor = vec4(albedo, opacity);
_fragColor = color;
}

View file

@ -22,7 +22,7 @@
<$declareStandardCameraTransform()$> <$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
@ -31,12 +31,12 @@ in vec3 _normal;
in vec3 _color; in vec3 _color;
in float _alpha; in float _alpha;
out vec4 _fragColor; layout(location = 0) out vec4 _fragColor0;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _alpha; float opacity = getMaterialOpacity(mat) * _alpha;
@ -50,6 +50,7 @@ void main(void) {
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat); float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo); vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 emissive = getMaterialEmissive(mat); vec3 emissive = getMaterialEmissive(mat);
@ -60,7 +61,7 @@ void main(void) {
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze( _fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse, cam._viewInverse,
1.0, 1.0,
occlusionTex, occlusionTex,

View file

@ -12,7 +12,6 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
<@include ForwardBufferWrite.slh@>
<@include LightingModel.slh@> <@include LightingModel.slh@>
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
@ -24,6 +23,8 @@ in vec3 _normal;
in vec3 _color; in vec3 _color;
in float _alpha; in float _alpha;
layout(location = 0) out vec4 _fragColor0;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();

View file

@ -1,11 +1,12 @@
<@include gpu/Config.slh@> <@include gpu/Config.slh@>
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// model.frag //
// model_specular_map.frag
// fragment shader // fragment shader
// //
// Created by Andrzej Kapolka on 10/14/13. // Created by Andrzej Kapolka on 5/6/14.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -16,19 +17,19 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$>
in vec4 _position; in vec4 _position;
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, scatteringTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
@ -52,7 +53,7 @@ void main(void) {
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>; <$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
packDeferredFragment( packDeferredFragment(
normalize(_normal.xyz), normalize(_normal),
opacity, opacity,
albedo, albedo,
roughness, roughness,

View file

@ -1,10 +1,11 @@
<@include gpu/Config.slh@> <@include gpu/Config.slh@>
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// model_fade.frag //
// model_specular_map_fade.frag
// fragment shader // fragment shader
// //
// Created by Olivier Prat on 04/19/17. // Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc. // Copyright 2017 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
@ -16,18 +17,17 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@> <@include Fade.slh@>
<$declareFadeFragment()$> <$declareFadeFragment()$>
in vec4 _position; in vec4 _position;
in vec4 _worldPosition;
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldPosition;
void main(void) { void main(void) {
vec3 fadeEmissive; vec3 fadeEmissive;
@ -38,7 +38,7 @@ void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
@ -54,17 +54,19 @@ void main(void) {
vec3 emissive = getMaterialEmissive(mat); vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
emissive += fadeEmissive;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat); float scattering = getMaterialScattering(mat);
packDeferredFragment( packDeferredFragment(
normalize(_normal.xyz), normalize(_normal),
opacity, opacity,
albedo, albedo,
roughness, roughness,
getMaterialMetallic(mat), metallic,
emissive, emissive+fadeEmissive,
occlusionTex, occlusionTex,
scattering); scattering);
} }

View file

@ -2,11 +2,11 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap.frag // model_lightmap_specular_map.frag
// fragment shader // fragment shader
// //
// Created by Samuel Gateau on 11/19/14. // Created by Samuel Gateau on 11/19/14.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -17,7 +17,7 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
<$declareMaterialLightmap()$> <$declareMaterialLightmap()$>
in vec4 _position; in vec4 _position;
@ -29,16 +29,15 @@ in vec3 _color;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap( packDeferredFragmentLightmap(
normalize(_normal), normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a), evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color, getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness, getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat), getMaterialMetallic(mat) * metallicTex,
getMaterialFresnel(mat), /*metallicTex, // no use of */getMaterialFresnel(mat),
lightmapVal); lightmapVal);
} }

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_fade.frag // model_lightmap_specular_map_fade.frag
// fragment shader // fragment shader
// //
// Created by Olivier Prat on 06/05/17. // Created by Olivier Prat on 06/05/17.
@ -17,7 +17,7 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
<$declareMaterialLightmap()$> <$declareMaterialLightmap()$>
<@include Fade.slh@> <@include Fade.slh@>
@ -39,16 +39,15 @@ void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap( packDeferredFragmentLightmap(
normalize(_normal), normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a), evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color, getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness, getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat), getMaterialMetallic(mat) * metallicTex,
getMaterialFresnel(mat), /*metallicTex, // no use of */getMaterialFresnel(mat),
lightmapVal+fadeEmissive); lightmapVal+fadeEmissive);
} }

View file

@ -2,11 +2,11 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_normal_map.frag // model_lightmap_normal_specular_map.frag
// fragment shader // fragment shader
// //
// Created by Samuel Gateau on 11/19/14. // Created by Samuel Gateau on 11/19/14.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -17,7 +17,7 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$> <$declareMaterialLightmap()$>
in vec4 _position; in vec4 _position;
@ -30,9 +30,9 @@ in vec3 _color;
void main(void) { void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal; vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$> <$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
@ -40,8 +40,8 @@ void main(void) {
normalize(viewNormal.xyz), normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a), evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color, getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat), getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat), getMaterialMetallic(mat) * metallicTex,
getMaterialFresnel(mat), /*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal); lightmapVal);
} }

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_normal_map_fade.frag // model_lightmap_normal_specular_map_fade.frag
// fragment shader // fragment shader
// //
// Created by Olivier Prat on 06/05/17. // Created by Olivier Prat on 06/05/17.
@ -17,7 +17,7 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$> <$declareMaterialLightmap()$>
<@include Fade.slh@> <@include Fade.slh@>
@ -40,9 +40,9 @@ void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal; vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$> <$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
@ -50,8 +50,8 @@ void main(void) {
normalize(viewNormal.xyz), normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a), evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color, getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat), getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat), getMaterialMetallic(mat) * metallicTex,
getMaterialFresnel(mat), /*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal+fadeEmissive); lightmapVal+fadeEmissive);
} }

View file

@ -1,47 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_specular_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
packDeferredFragmentLightmap(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -1,57 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
in vec4 _worldPosition;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
packDeferredFragmentLightmap(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal+fadeEmissive);
}

View file

@ -1,43 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_specular_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
<$declareMaterialLightmap()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(
normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*metallicTex, // no use of */getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -1,53 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldPosition;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(
normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*metallicTex, // no use of */getMaterialFresnel(mat),
lightmapVal+fadeEmissive);
}

View file

@ -5,8 +5,8 @@
// model_normal_map.frag // model_normal_map.frag
// fragment shader // fragment shader
// //
// Created by Andrzej Kapolka on 10/29/13. // Created by Andrzej Kapolka on 5/6/14.
// Copyright 2013 High Fidelity, Inc. // Copyright 2014 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -33,7 +33,7 @@ void main(void) {
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>; <$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat); vec3 albedo = getMaterialAlbedo(mat);
@ -47,7 +47,7 @@ void main(void) {
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 viewNormal; vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$> <$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
float metallic = getMaterialMetallic(mat); float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>; <$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
@ -56,7 +56,7 @@ void main(void) {
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>; <$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
packDeferredFragment( packDeferredFragment(
viewNormal, normalize(viewNormal.xyz),
opacity, opacity,
albedo, albedo,
roughness, roughness,

View file

@ -2,10 +2,10 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_normal_map_fade.frag // model_normal_specular_map_fade.frag
// fragment shader // fragment shader
// //
// Created by Olivier Prat on 04/19/17. // Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc. // Copyright 2017 High Fidelity, Inc.
// //
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
@ -17,18 +17,18 @@
<@include graphics/Material.slh@> <@include graphics/Material.slh@>
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION, SCATTERING)$> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@> <@include Fade.slh@>
<$declareFadeFragment()$> <$declareFadeFragment()$>
in vec4 _position; in vec4 _position;
in vec4 _worldPosition;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal; in vec3 _normal;
in vec3 _tangent; in vec3 _tangent;
in vec3 _color; in vec3 _color;
in vec4 _worldPosition;
void main(void) { void main(void) {
vec3 fadeEmissive; vec3 fadeEmissive;
@ -39,11 +39,11 @@ void main(void) {
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, scatteringTex)$> <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0; float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>; <$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat); vec3 albedo = getMaterialAlbedo(mat);
@ -57,17 +57,19 @@ void main(void) {
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 viewNormal; vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$> <$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat); float scattering = getMaterialScattering(mat);
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
packDeferredFragment( packDeferredFragment(
viewNormal, normalize(viewNormal.xyz),
opacity, opacity,
albedo, albedo,
roughness, roughness,
getMaterialMetallic(mat), metallic,
emissive+fadeEmissive, emissive+fadeEmissive,
occlusionTex, occlusionTex,
scattering); scattering);

View file

@ -1,67 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
packDeferredFragment(
normalize(viewNormal.xyz),
opacity,
albedo,
roughness,
metallic,
emissive,
occlusionTex,
scattering);
}

View file

@ -1,76 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
in vec4 _worldPosition;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
packDeferredFragment(
normalize(viewNormal.xyz),
opacity,
albedo,
roughness,
metallic,
emissive+fadeEmissive,
occlusionTex,
scattering);
}

View file

@ -1,64 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
packDeferredFragment(
normalize(_normal),
opacity,
albedo,
roughness,
metallic,
emissive,
occlusionTex,
scattering);
}

View file

@ -1,72 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldPosition;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
packDeferredFragment(
normalize(_normal),
opacity,
albedo,
roughness,
metallic,
emissive+fadeEmissive,
occlusionTex,
scattering);
}

View file

@ -50,12 +50,8 @@
#include <render-utils/model_frag.h> #include <render-utils/model_frag.h>
#include <render-utils/model_shadow_frag.h> #include <render-utils/model_shadow_frag.h>
#include <render-utils/model_normal_map_frag.h> #include <render-utils/model_normal_map_frag.h>
#include <render-utils/model_normal_specular_map_frag.h>
#include <render-utils/model_specular_map_frag.h>
#include <render-utils/model_lightmap_frag.h> #include <render-utils/model_lightmap_frag.h>
#include <render-utils/model_lightmap_normal_map_frag.h> #include <render-utils/model_lightmap_normal_map_frag.h>
#include <render-utils/model_lightmap_normal_specular_map_frag.h>
#include <render-utils/model_lightmap_specular_map_frag.h>
#include <render-utils/model_translucent_frag.h> #include <render-utils/model_translucent_frag.h>
#include <entities-renderer/textured_particle_frag.h> #include <entities-renderer/textured_particle_frag.h>
@ -179,19 +175,13 @@ void QTestWindow::draw() {
testShaderBuild(model_vert::getSource(), model_frag::getSource()); testShaderBuild(model_vert::getSource(), model_frag::getSource());
testShaderBuild(model_normal_map_vert::getSource(), model_normal_map_frag::getSource()); testShaderBuild(model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
testShaderBuild(model_vert::getSource(), model_specular_map_frag::getSource());
testShaderBuild(model_normal_map_vert::getSource(), model_normal_specular_map_frag::getSource());
testShaderBuild(model_vert::getSource(), model_translucent_frag::getSource()); testShaderBuild(model_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(model_normal_map_vert::getSource(), model_translucent_frag::getSource()); testShaderBuild(model_normal_map_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_frag::getSource()); testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_frag::getSource());
testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_map_frag::getSource()); testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_map_frag::getSource());
testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_specular_map_frag::getSource());
testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_specular_map_frag::getSource());
testShaderBuild(skin_model_vert::getSource(), model_frag::getSource()); testShaderBuild(skin_model_vert::getSource(), model_frag::getSource());
testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_map_frag::getSource()); testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
testShaderBuild(skin_model_vert::getSource(), model_specular_map_frag::getSource());
testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_specular_map_frag::getSource());
testShaderBuild(skin_model_vert::getSource(), model_translucent_frag::getSource()); testShaderBuild(skin_model_vert::getSource(), model_translucent_frag::getSource());
testShaderBuild(skin_model_normal_map_vert::getSource(), model_translucent_frag::getSource()); testShaderBuild(skin_model_normal_map_vert::getSource(), model_translucent_frag::getSource());