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-rw-r--r--Studio/Content/Material Library/bamboo_natural_matte_emissive.shader23
1 files changed, 14 insertions, 9 deletions
diff --git a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
index 7096c14..2ffae65 100644
--- a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
+++ b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader
@@ -75,6 +75,8 @@ struct texture_return
// temporary declarations
texture_coordinate_info tmp2;
texture_coordinate_info tmp3;
+texture_coordinate_info tmp4;
+texture_coordinate_info tmp5;
vec3 tmp6;
vec3 ftmp0;
vec3 ftmp1;
@@ -111,7 +113,7 @@ bool evalTwoSided()
vec3 computeFrontMaterialEmissive()
{
- return( vec3(1.0) * vec3( vec3( ( intensity *( emission_color.rgb * fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, transformCoordinate( rotationTranslationScale( vec3(0.0), vec3(0.0), vec3(1.0) ), tmp2 ), vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) );
+ return intensity * emission_color.rgb * fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp2, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint;
}
void computeFrontLayerColor(in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor)
@@ -120,7 +122,7 @@ void computeFrontLayerColor(in vec3 normal, in vec3 lightDir, in vec3 viewDir, i
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse );
#endif
}
@@ -145,7 +147,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
@@ -202,12 +204,15 @@ vec3 computeNormal()
void computeTemporaries()
{
- tmp2 = textureCoordinateInfo( texCoord0, tangent, binormal );
- tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), tmp2 );
- tmp6 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
- ftmp0 = fileTexture(reflect_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
- ftmp1 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint;
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
+ vec3 tiling = vec3( texture_tiling[0], texture_tiling[1], 1.0);
+ tmp2 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_emissive_texture(texCoord0), tangent, binormal ) );
+ tmp3 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_bump_texture(texCoord0), tangent, binormal ) );
+ tmp4 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_reflect_texture(texCoord0), tangent, binormal ) );
+ tmp4 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_diffuse_texture(texCoord0), tangent, binormal ) );
+ tmp6 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
+ ftmp0 = fileTexture(reflect_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp4, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
+ ftmp1 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp5, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint;
+ tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}
vec4 computeLayerWeights( in float alpha )