summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/powder_coat.shader
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Material Library/powder_coat.shader')
-rw-r--r--Studio/Content/Material Library/powder_coat.shader221
1 files changed, 221 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/powder_coat.shader b/Studio/Content/Material Library/powder_coat.shader
new file mode 100644
index 0000000..c26fa04
--- /dev/null
+++ b/Studio/Content/Material Library/powder_coat.shader
@@ -0,0 +1,221 @@
+<Material name="powder_coat" 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="Index of Refraction" name="material_ior" description="Refractive index of the material" type="Float" default="5.000000" category="Material"/>
+ <Property formalName="Glossiness" name="glossy_weight" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" type="Float" default="0.500000" category="Material"/>
+ <Property formalName="Roughness" name="roughness" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" type="Float" default="0.100000" category="Material"/>
+ <Property formalName="Reflectivity" name="reflectivity" description="Reflectivity of the material" type="Float" default="0.100000" category="Material"/>
+ <Property formalName="Diffuse Weight" name="diffuse_weight" description="Diffuse weight of the material" type="Float" default="1.000000" category="Material"/>
+ <Property formalName="Powdercoat Color" name="powdercoat_diffuse_color" description="Color of the powdercoat" type="Color" default="0.046 0.046 0.054" category="Material"/>
+ <Property formalName="Bump Map" name="powdercoat_bump_texture" description="Bump texture of the powdercoat" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/powdercoat_bump_01.png" category="Material"/>
+ <Property formalName="Bump Amount" name="bump_factor" description="Bumpiness of the material" type="Float" default="2.000000" category="Material"/>
+ <Property formalName="Texture Scale" name="texture_scaling" description="Scaling of the texture" type="Vector" default="3 3 3" 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 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;
+};
+
+
+// temporary declarations
+vec3 ftmp0;
+ vec4 tmpShadowTerm;
+
+layer_result layers[2];
+
+#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 "square.glsllib"
+#include "calculateRoughness.glsllib"
+#include "evalBakedShadowMap.glsllib"
+#include "evalEnvironmentMap.glsllib"
+#include "microfacetBSDF.glsllib"
+#include "physGlossyBSDF.glsllib"
+#include "simpleGlossyBSDF.glsllib"
+#include "weightedLayer.glsllib"
+#include "diffuseReflectionBSDF.glsllib"
+#include "fresnelLayer.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].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( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+
+#endif
+}
+
+void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
+{
+#if QT3DS_ENABLE_CG_LIGHTING
+ layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness );
+
+ layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[1].layer += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx );
+
+#endif
+}
+
+void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
+{
+#if !QT3DS_ENABLE_LIGHT_PROBE
+ layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect );
+
+ layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
+
+#else
+ layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+
+ layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor;
+
+#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(powdercoat_bump_texture, bump_factor, mono_average, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), texture_scaling ), textureCoordinateInfo( texCoord0, tangent, binormal ) ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) );
+}
+
+void computeTemporaries()
+{
+ ftmp0 = vec3( reflectivity );
+ tmpShadowTerm = evalBakedShadowMap( texCoord0 );
+}
+
+vec4 computeLayerWeights( in float alpha )
+{
+ vec4 color;
+ color = weightedLayer( diffuse_weight, powdercoat_diffuse_color.rgb, layers[1].layer, layers[1].base, alpha );
+ color = fresnelLayer( normal, vec3( material_ior ), glossy_weight, vec4( ftmp0, 1.0).rgb, layers[0].layer, color, color.a );
+ 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 ) );
+ layers[1].base = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[1].layer = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[1].tanFrame = orthoNormalize( mat3( tangent, cross(normal, tangent), normal ) );
+}
+
+ </FragmentShader>
+ </Shader>
+ </Shaders>
+<Passes >
+ <ShaderKey value="5"/>
+ <LayerKey count="2"/>
+ <Pass >
+ </Pass>
+</Passes>
+</Material>