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authorPasi Keränen <pasi.keranen@qt.io>2019-06-06 16:22:02 +0300
committerPasi Keränen <pasi.keranen@qt.io>2019-06-07 13:52:44 +0300
commitb4954701093739e7a4e54a0669f306922d0d4605 (patch)
tree73d71319a921234f6b507c9098fdc842f7fe06dc /Studio/Content/Material Library/aluminum_brushed.shader
parent8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (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')
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diff --git a/Studio/Content/Material Library/aluminum_brushed.shader b/Studio/Content/Material Library/aluminum_brushed.shader
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+<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>