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author | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-06 16:22:02 +0300 |
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committer | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-07 13:52:44 +0300 |
commit | b4954701093739e7a4e54a0669f306922d0d4605 (patch) | |
tree | 73d71319a921234f6b507c9098fdc842f7fe06dc /Studio/Content/Material Library/aluminum_brushed.shader | |
parent | 8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (diff) |
Long live the slayer!
Initial commit of OpenGL Runtime to repository.
Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e
of qt3dstudio repository.
Task-number: QT3DS-3600
Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832
Reviewed-by: Pasi Keränen <pasi.keranen@qt.io>
Diffstat (limited to 'Studio/Content/Material Library/aluminum_brushed.shader')
-rw-r--r-- | Studio/Content/Material Library/aluminum_brushed.shader | 224 |
1 files changed, 224 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/aluminum_brushed.shader b/Studio/Content/Material Library/aluminum_brushed.shader new file mode 100644 index 0000000..594b4fa --- /dev/null +++ b/Studio/Content/Material Library/aluminum_brushed.shader @@ -0,0 +1,224 @@ +<Material name="aluminum_brushed" 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="Brush Map" name="brush_texture" description="Brush texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="brush" default="./maps/materials/brushed_full_contrast.png" category="Material"/> + <Property formalName="Tiling" name="tiling" description="Texture tiling size" type="Vector" default="3 3 3" category="Material"/> + <Property formalName="Roughness Map U" name="roughness_texture_u" description="Horizontal roughness texture" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="roughness" default="./maps/materials/brushed_full_contrast.png" category="Material"/> + <Property formalName="Brush strength" name="brushing_strength" description="Strength of the brush stroke" type="Float" default="0.500000" category="Material"/> + <Property formalName="Roughness Map V" name="roughness_texture_v" description="Vertical roughness texture" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="roughness" default="./maps/materials/brushed_full_contrast.png" category="Material"/> + <Property formalName="Reflection Stretch" name="reflection_stretch" description="Reflection stretch" type="Float" default="0.500000" category="Material"/> + <Property formalName="Metal Color" name="metal_color" description="Base color of the material" type="Color" default="0.95 0.95 0.95" category="Material"/> + <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/brushed_a.png" category="Material"/> + <Property formalName="Bump Amount" name="bump_amount" description="Scale value for bump amount" type="Float" default="0.400000" category="Material"/> + </MetaData> + <Shaders type="GLSL" version="330"> + <Shader> + <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 gamma_default 0 +#define gamma_linear 1 +#define gamma_srgb 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 1 + +#include "vertexFragmentBase.glsllib" + +// set shader output +out vec4 fragColor; + +// add structure defines +struct texture_coordinate_info +{ + vec3 position; + vec3 tangent_u; + vec3 tangent_v; +}; + + +struct layer_result +{ + vec4 base; + vec4 layer; + mat3 tanFrame; +}; + + +struct texture_return +{ + vec3 tint; + float mono; +}; + + +// temporary declarations +texture_coordinate_info tmp1; +float ftmp0; +float ftmp1; +float ftmp2; + vec4 tmpShadowTerm; + +layer_result layers[1]; + +#include "SSAOCustomMaterial.glsllib" +#include "sampleLight.glsllib" +#include "sampleProbe.glsllib" +#include "sampleArea.glsllib" +#include "luminance.glsllib" +#include "monoChannel.glsllib" +#include "fileBumpTexture.glsllib" +#include "transformCoordinate.glsllib" +#include "rotationTranslationScale.glsllib" +#include "textureCoordinateInfo.glsllib" +#include "weightedLayer.glsllib" +#include "fileTexture.glsllib" +#include "square.glsllib" +#include "calculateRoughness.glsllib" +#include "evalBakedShadowMap.glsllib" +#include "evalEnvironmentMap.glsllib" +#include "microfacetBSDF.glsllib" +#include "physGlossyBSDF.glsllib" +#include "simpleGlossyBSDF.glsllib" + +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 * vec4( 0.0, 0.0, 0.0, 1.0 ); + layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp1, ftmp2, scatter_reflect ); + +#endif +} + +void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) +{ +#if QT3DS_ENABLE_CG_LIGHTING + layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); + layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, ftmp1, ftmp2 ); + +#endif +} + +void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) +{ +#if !QT3DS_ENABLE_LIGHT_PROBE + layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); + layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, ftmp1, ftmp2, scatter_reflect ); + +#else + layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); + layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, ftmp1, ftmp2 ); + +#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( 1, 1, 1 ) ) ); +} + +float evalCutout() +{ + return( 1.000000 ); +} + +vec3 computeNormal() +{ + return( fileBumpTexture(bump_texture, bump_amount, mono_average, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) ); +} + +void computeTemporaries() +{ + tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), tiling ), textureCoordinateInfo( texCoord0, tangent, binormal ) ); + ftmp0 = fileTexture(brush_texture, vec3( 0.5, 0.5, 0.5 ), vec3( 0.5, 0.5, 0.5 ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono; + ftmp1 = fileTexture(roughness_texture_u, vec3( 0.12, 0.12, 0.12 ), vec3( ( 0.800000*brushing_strength ) ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono; + ftmp2 = fileTexture(roughness_texture_v, vec3( ( 0.150000+( 0.400000*reflection_stretch ) ) ), vec3( ( 0.100000+( reflection_stretch*0.300000 ) ) ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono; + tmpShadowTerm = evalBakedShadowMap( texCoord0 ); +} + +vec4 computeLayerWeights( in float alpha ) +{ + vec4 color; + color = weightedLayer( ftmp0, metal_color.rgb, layers[0].layer, layers[0].base, alpha ); + 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( mat3( tangent, cross(normal, tangent), normal ) ); +} + + </FragmentShader> + </Shader> + </Shaders> +<Passes > + <ShaderKey value="4"/> + <LayerKey count="1"/> + <Pass > + </Pass> +</Passes> +</Material> |