overte/libraries/render-utils/src/model_lightmap_normal_map.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_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 graphics/MaterialTextures.slh@>
<@include render-utils/ShaderConstants.h@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$>
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_TANGENT_WS) in vec3 _tangentWS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _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 fragNormal;
<$evalMaterialNormalLOD(_positionES, normalTexel, _normalWS, _tangentWS, fragNormal)$>
packDeferredFragmentLightmap(
normalize(fragNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color.rgb,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal);
}