diff options
Diffstat (limited to 'Studio/Content/Material Library/thin_glass_frosted.shader')
-rw-r--r-- | Studio/Content/Material Library/thin_glass_frosted.shader | 485 |
1 files changed, 0 insertions, 485 deletions
diff --git a/Studio/Content/Material Library/thin_glass_frosted.shader b/Studio/Content/Material Library/thin_glass_frosted.shader deleted file mode 100644 index b66c4cd9..00000000 --- a/Studio/Content/Material Library/thin_glass_frosted.shader +++ /dev/null @@ -1,485 +0,0 @@ -<Material name="thin_glass_frosted" version="1.0"> - <MetaData > - <Property formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png" category="Material"/> - <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/> - <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> - <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> - <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Reflectivity factor" category="Material"/> - <Property formalName="Glass ior" name="glass_ior" type="Float" default="1.100000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glass Color" name="glass_color" type="Color" default="0.9 0.9 0.9" description="Color of the material" category="Material"/> - <Property formalName="Glass Bump map" name="glass_bump" description="Additional bump map for surface" type="Texture" clamp="repeat" category="Material"/> - <Property formalName="Glass Bump Factor" name="glass_bfactor" description="Bump map factor" default="0.0" category="Material"/> - <Property formalName="Glass Bump Inside" name="glass_binside" description="Use bump map for internal lighting only" type="Boolean" default="False" category="Material"/> - <Property formalName="Blur Width" name="blur_size" type="Float" default="8" min="1" max="50" description="Amount of blurring behind the glass" category="Material"/> - <Property formalName="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/> - <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/> - <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/> - <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/> - <Property formalName="Refract Depth" name="refract_depth" type="Float" default="5" min="0" max="20" description="Degree of bend from refraction. Allows\ncontrol of refraction without affecting\nlighting" category="Refraction"/> - <Property formalName="Bump Coordinates" name="bumpCoords" description="Bump coordinates of the refraction" type="Vector" default="1 1 1" category="Refraction"/> - <Property formalName="Bump Scale" name="bumpScale" description="Scale of the bumps" type="Float" min="0.000000" max="5.000000" default="0.500000" category="Refraction"/> - <Property formalName="Bump Bands" name="bumpBands" description="Bump bands of the refraction" type="Long" min="1.000000" max="10.000000" default="1" category="Refraction"/> - <Property formalName="Light Position" name="intLightPos" type="Float2" description="Position in UV space of the band-light" default="0.5 0" category="Translucent Lighting"/> - <Property formalName="Light Color" name="intLightCol" type="Color" description="Color of the band-light" default="0.9 0.9 0.9" category="Translucent Lighting"/> - <Property formalName="Light Brightness" name="intLightBrt" type="Float" description="Brightness of the band-light" default="0" category="Translucent Lighting"/> - <Property formalName="Light Rotation" name="intLightRot" type="Float" description="Angle the lightsource is oriented.\nBand is perpendicular to this" default="0" min="0" max="360" category="Translucent Lighting"/> - <Property formalName="Falloff rate" name="intLightFall" type="Float" description="Rate at which intensity drops off" default="2.0" category="Translucent Lighting"/> - </MetaData> - <Shaders type="GLSL" version="330"> - <Shader name="MAIN"> - <Shared> </Shared> -<VertexShader> - </VertexShader> - <FragmentShader> - -// add enum defines -#define mono_alpha 0 -#define mono_average 1 -#define mono_luminance 2 -#define mono_maximum 3 -#define wrap_clamp 0 -#define wrap_repeat 1 -#define wrap_mirrored_repeat 2 -#define texture_coordinate_uvw 0 -#define texture_coordinate_world 1 -#define texture_coordinate_object 2 -#define scatter_reflect 0 -#define scatter_transmit 1 -#define scatter_reflect_transmit 2 - -#define QT3DS_ENABLE_UV0 1 -#define QT3DS_ENABLE_WORLD_POSITION 1 -#define QT3DS_ENABLE_TEXTAN 1 -#define QT3DS_ENABLE_BINORMAL 0 - -#include "vertexFragmentBase.glsllib" - -// set shader output -out vec4 fragColor; - -// add structure defines -struct layer_result -{ - vec4 base; - vec4 layer; - mat3 tanFrame; -}; - -// add structure defines -struct texture_coordinate_info -{ - vec3 position; - vec3 tangent_u; - vec3 tangent_v; -}; - -struct texture_return -{ - vec3 tint; - float mono; -}; - -// temporary declarations -texture_coordinate_info tmp0; -texture_coordinate_info tmp1; -vec3 ftmp0; -vec3 ftmp1; -vec3 ftmp2; -vec4 tmpShadowTerm; - -layer_result layers[1]; - -#include "SSAOCustomMaterial.glsllib" -#include "sampleLight.glsllib" -#include "sampleProbe.glsllib" -#include "sampleArea.glsllib" -#include "square.glsllib" -#include "cube.glsllib" -#include "random255.glsllib" -#include "perlinNoise.glsllib" -#include "perlinNoiseBumpTexture.glsllib" -#include "luminance.glsllib" -#include "monoChannel.glsllib" -#include "fileBumpTexture.glsllib" -#include "transformCoordinate.glsllib" -#include "rotationTranslationScale.glsllib" -#include "coordinateSource.glsllib" -#include "calculateRoughness.glsllib" -#include "evalBakedShadowMap.glsllib" -#include "evalEnvironmentMap.glsllib" -#include "microfacetBSDF.glsllib" -#include "physGlossyBSDF.glsllib" -#include "simpleGlossyBSDF.glsllib" -#include "abbeNumberIOR.glsllib" -#include "average.glsllib" -#include "perlinNoiseTexture.glsllib" -#include "fresnelLayer.glsllib" -#include "refraction.glsllib" - -uniform sampler2D refractiveTexture; - -bool evalTwoSided() -{ - return( false ); -} - -vec3 computeFrontMaterialEmissive() -{ - return( vec3( 0, 0, 0 ) ); -} - -void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor ) -{ -#if QT3DS_ENABLE_CG_LIGHTING - layers[0].base += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect_transmit ); - -#endif -} - -void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) -{ -#if QT3DS_ENABLE_CG_LIGHTING - layers[0].base += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness ); - -#endif -} - -void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) -{ -#if !QT3DS_ENABLE_LIGHT_PROBE - layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit ); - -#else - layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness ); - -#endif -} - -vec3 computeBackMaterialEmissive() -{ - return( vec3(0, 0, 0) ); -} - -void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor ) -{ -#if QT3DS_ENABLE_CG_LIGHTING - layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 ); -#endif -} - -void computeBackAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) -{ -#if QT3DS_ENABLE_CG_LIGHTING - layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 ); -#endif -} - -void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) -{ -#if !QT3DS_ENABLE_LIGHT_PROBE - layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 ); -#else - layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 ); -#endif -} - -float computeIOR() -{ - return( false ? 1.0 : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) ); -} - -float evalCutout() -{ - return( 1.000000 ); -} - -vec3 computeNormal() -{ - if ( glass_bfactor > 0.0 ) - { - ftmp2 = fileBumpTexture(glass_bump, glass_bfactor, mono_average, tmp0, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ); - if (!glass_binside) { normal = ftmp2; } - } - - return( perlinNoiseBumpTexture( tmp1, bumpScale, 1.000000, false, false, 0.000000, bumpBands, false, vec3( 0.000000, 0.000000, 0.000000 ), 0.5, 0.0, 1.000000, normal ) ); -} - -void computeTemporaries() -{ - //tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), refractCoords ), coordinateSource(texture_coordinate_world, 0 ) ); - //ftmp1 = perlinNoiseBumpTexture( tmp0, refractScale, 1.000000, false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.0, 0.5, 1.000000, viewDir ); - tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), textureCoordinateInfo( texCoord0, tangent, binormal ) ); - tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), coordinateSource(texture_coordinate_world, 0 ) ); - ftmp1 = viewDir; - ftmp0 = vec3( reflectivity_amount ); - tmpShadowTerm = evalBakedShadowMap( texCoord0 ); -} - -vec4 computeLayerWeights( in float alpha ) -{ - vec4 color; - color = layers[0].base * vec4( ftmp0, 1.0); - return color; -} - - -void initializeLayerVariables(void) -{ - // clear layers - layers[0].base = vec4(0.0, 0.0, 0.0, 1.0); - layers[0].layer = vec4(0.0, 0.0, 0.0, 1.0); - layers[0].tanFrame = orthoNormalize( tangentFrame( normal, varWorldPos ) ); -} - -vec3 getRefractUV( in vec2 baseUV, in vec3 normal, in float materialIOR, in float refractDepth ) -{ - // Real honest-to-goodness refraction! - vec3 refractedDir = refract( -viewDir, normal, 1.0 / materialIOR ); - float thickness = refractDepth / clamp( dot(viewDir, normal), 0.0001, 1.0 ); - - // This will do an "AA" version of that loss due to critical angle and TIR - // fakes the same effect than using the glsl refract. - float weight = smoothstep( 0.0, 1.0, abs(dot(viewDir, normal)) * 100.0 ); - - // Trace out the refracted ray and the straight view ray - refractedDir *= thickness; - vec3 rawDir = -viewDir * thickness; - - vec3 displace = refractedDir - rawDir; - vec3 newUV = vec3(baseUV + displace.xy, weight); - return newUV; -} - -vec4 doFakeInnerLight( in vec3 normal, in vec3 absorb_color ) -{ - vec3 lightColor = intLightCol.rgb * intLightBrt; - - float cosRot = cos(intLightRot * 0.01745329251); - float sinRot = sin(intLightRot * 0.01745329251); - vec2 uvDir = vec2(sinRot, cosRot); - - vec2 dvec = texCoord0.xy - intLightPos; - float dist = dot( dvec, uvDir ); - float fallRate = log2( max( abs(intLightFall), 1.01 ) ); - vec3 fallCol = exp2( -abs(dist) * fallRate / absorb_color ); - - vec3 projDir = (tangent * uvDir.x + binormal * uvDir.y) * dist * intLightFall - surfNormal * refract_depth; - projDir = normalize(projDir); - - vec4 retVal = vec4(lightColor * fallCol, 1.0); - retVal *= abs(dot( projDir, -ftmp2 )); - retVal.a = pow( retVal.a, uFresnelPower ); - retVal.a *= clamp( intLightBrt * exp2(-dist * fallRate), 0.0, 1.0 ); - - return retVal; -} - -vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 color) -{ - vec4 rgba = color; - float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color.rgb ) * -1.000000 ); - // prevent log(0) -> inf number issue - if ( isinf(absorb_color.r) ) absorb_color.r = 1.0; - if ( isinf(absorb_color.g) ) absorb_color.g = 1.0; - if ( isinf(absorb_color.b) ) absorb_color.b = 1.0; - rgba.rgb *= (vec3(1.0) - absorb_color); - - vec2 texSize = vec2( textureSize( refractiveTexture, 0 ) ); - vec3 newUV = vec3((gl_FragCoord.xy * 0.5) / texSize, 0.0); - vec4 value = texture( refractiveTexture, newUV.xy ); - - newUV = getRefractUV( newUV.xy, normal, materialIOR, 0.01 * refract_depth ); - vec4 refractValue = texture( refractiveTexture, newUV.xy ); - - vec3 refractColor = refractValue.a * refractValue.rgb + (1.0 - refractValue.a) * value.rgb; - refractColor = refractColor * (vec3(1.0) - absorb_color); - vec4 internalColor = doFakeInnerLight( normal, glass_color.rgb ); - refractColor += internalColor.rgb * internalColor.a; - - rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0); - return rgba; -} - - </FragmentShader> - </Shader> - <Shader name="NOOP"> -<VertexShader> -</VertexShader> -<FragmentShader> -#define QT3DS_ENABLE_UV0 1 -#define QT3DS_ENABLE_WORLD_POSITION 1 -#define QT3DS_ENABLE_TEXTAN 1 - -vec3 texCoord0; - -void main() -{ - - // This is a bit silly, but the thing is that a buffer blit takes place on this - // pass, and if you do a buffer blit on a pass that outputs to lower-resolution, - // it only blits a smaller portion of the backbuffer that occupies that number of - // pixels. So we need a dummy no-op pass that is full-res in order to blit everything. -</FragmentShader> - </Shader> - <Shader name="PREBLUR"> -<VertexShader> -</VertexShader> -<FragmentShader> -#define QT3DS_ENABLE_UV0 1 -#define QT3DS_ENABLE_WORLD_POSITION 1 -#define QT3DS_ENABLE_TEXTAN 1 - -vec3 texCoord0; - -uniform sampler2D OriginBuffer; - -void main() -{ - vec2 texSize = vec2( textureSize( OriginBuffer, 0 ) ); - texSize = vec2(1.0) / texSize; - texCoord0.z = 0.0; - texCoord0.xy = vec2(gl_FragCoord.xy * 2.0 * texSize); - - float wtSum = 0.0; - vec4 totSum = vec4(0.0); - for (int ix = -1; ix <= 1; ++ix) - { - for (int iy = -1; iy <= 1; ++iy) - { - float wt = float(ix*ix + iy*iy) * 4.0; - wt = exp2( -wt ); - vec2 texOfs = vec2(ix, iy) * texSize; - totSum += wt * texture( OriginBuffer, texCoord0.xy + texOfs ); - wtSum += wt; - } - } - - totSum /= wtSum; - gl_FragColor = totSum; - // No close paren because the generator adds it for us. - -</FragmentShader> - </Shader> - <Shader name="BLURX"> -<VertexShader> -</VertexShader> -<FragmentShader> -#define QT3DS_ENABLE_UV0 1 -#define QT3DS_ENABLE_WORLD_POSITION 1 -#define QT3DS_ENABLE_TEXTAN 1 - -vec3 texCoord0; - -uniform sampler2D BlurBuffer; - -void main() -{ - vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) ); - texSize = vec2(1.0) / texSize; - texCoord0.z = 0.0; - texCoord0.xy = vec2(gl_FragCoord.xy * texSize); - - float sigma = clamp(blur_size * 0.5, 0.5, 100.0); - int smpCount = int(ceil( sigma )); - vec4 value = texture(BlurBuffer, texCoord0.xy); - float wtsum = 1.0; - for (int i = 1; i <= smpCount; ++i) - { - // Base 2 Gaussian blur - float wt = float(i) / (sigma * 0.5); - wt = exp2( -wt*wt ); - vec2 texOfs = vec2(i, 0) * texSize; - value += wt * texture(BlurBuffer, texCoord0.xy+texOfs); - value += wt * texture(BlurBuffer, texCoord0.xy-texOfs); - wtsum += wt * 2.0; - } - - gl_FragColor = value / wtsum; - gl_FragColor.a = 1.0; - - // No close paren because the generator adds it for us. -</FragmentShader> - </Shader> - <Shader name="BLURY"> -<VertexShader> -</VertexShader> -<FragmentShader> -#define QT3DS_ENABLE_UV0 1 -#define QT3DS_ENABLE_WORLD_POSITION 1 -#define QT3DS_ENABLE_TEXTAN 1 - -vec3 texCoord0; - -uniform sampler2D BlurBuffer; -uniform sampler2D OriginBuffer; - -void main() -{ - vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) ); - texSize = vec2(1.0) / texSize; - texCoord0.z = 0.0; - texCoord0.xy = vec2(gl_FragCoord.xy * texSize); - - float sigma = clamp(blur_size * 0.5, 0.5, 100.0); - int smpCount = int(ceil( sigma )); - vec4 value = texture(BlurBuffer, texCoord0.xy); - - float wtsum = 1.0; - for (int i = 1; i <= smpCount; ++i) - { - // Base 2 Gaussian blur - float wt = float(i) / (sigma * 0.5); - wt = exp2( -wt*wt ); - vec2 texOfs = vec2(0, i) * texSize; - vec4 posValue = texture(BlurBuffer, texCoord0.xy+texOfs); - vec4 negValue = texture(BlurBuffer, texCoord0.xy-texOfs); - posValue = posValue.a * posValue + (1.0 - posValue.a) * texture(OriginBuffer, texCoord0.xy+texOfs); - negValue = negValue.a * negValue + (1.0 - negValue.a) * texture(OriginBuffer, texCoord0.xy-texOfs); - - value += wt * posValue; - value += wt * negValue; - wtsum += wt * 2.0; - } - - gl_FragColor = (value / wtsum); - gl_FragColor.a = 1.0; - - // No close paren because the generator adds it for us. -</FragmentShader> - </Shader> - - </Shaders> -<Passes > - <ShaderKey value="20"/> - <LayerKey count="1"/> - <Buffer name="frame_buffer" format="source" filter="linear" wrap="clamp" size="1.0" lifetime="frame"/> - <Buffer name="dummy_buffer" type="ubyte" format="rgba" wrap="clamp" size="1.0" lifetime="frame"/> - <Buffer name="temp_buffer" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> - <Buffer name="temp_blurX" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> - <Buffer name="temp_blurY" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> - <Pass shader="NOOP" output="dummy_buffer"> - <BufferBlit dest="frame_buffer"/> - </Pass> - <Pass shader="PREBLUR" output="temp_buffer"> - <BufferInput value="frame_buffer" param="OriginBuffer"/> - </Pass> - <Pass shader="BLURX" output="temp_blurX"> - <BufferInput value="temp_buffer" param="BlurBuffer"/> - </Pass> - <Pass shader="BLURY" output="temp_blurY"> - <BufferInput value="temp_blurX" param="BlurBuffer"/> - <BufferInput value="temp_buffer" param="OriginBuffer"/> - </Pass> - <Pass shader="MAIN"> - <BufferInput value="temp_blurY" param="refractiveTexture"/> - <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/> - </Pass> -</Passes> -</Material> |