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Diffstat (limited to 'Studio/Content/Material Library/simple_glass.shader')
-rw-r--r-- | Studio/Content/Material Library/simple_glass.shader | 197 |
1 files changed, 197 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/simple_glass.shader b/Studio/Content/Material Library/simple_glass.shader new file mode 100644 index 0000000..09aa2c9 --- /dev/null +++ b/Studio/Content/Material Library/simple_glass.shader @@ -0,0 +1,197 @@ +<Material name="simple_glass" 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="Minimum Opacity" name="uMinOpacity" description="Minimum opacity of the material" type="Float" default="0.5" category="Material"/> + <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Reflectivity factor" category="Material"/> + <Property formalName="Glass ior" name="glass_ior" hidden="True" 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"/> + </MetaData> + <Shaders type="GLSL" version="330"> + <Shader> + <Shared> </Shared> +<VertexShader> + </VertexShader> + <FragmentShader> + +// add enum defines +#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; +}; + + +// temporary declarations +vec3 ftmp0; + vec4 tmpShadowTerm; + +layer_result layers[1]; + +#include "SSAOCustomMaterial.glsllib" +#include "sampleLight.glsllib" +#include "sampleProbe.glsllib" +#include "sampleArea.glsllib" +#include "square.glsllib" +#include "calculateRoughness.glsllib" +#include "evalBakedShadowMap.glsllib" +#include "evalEnvironmentMap.glsllib" +#include "luminance.glsllib" +#include "microfacetBSDF.glsllib" +#include "physGlossyBSDF.glsllib" +#include "simpleGlossyBSDF.glsllib" +#include "abbeNumberIOR.glsllib" +#include "fresnelLayer.glsllib" +#include "refraction.glsllib" + +bool evalTwoSided() +{ + return( true ); +} + +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, 0.000000, 0.000000, 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, 0.000000, 0.000000 ); + +#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, 0.000000, 0.000000, scatter_reflect_transmit ); + +#else + layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 ); + +#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( true ? 1.0 : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) ); +} + +float evalCutout() +{ + return( 1.000000 ); +} + +vec3 computeNormal() +{ + return( normal ); +} + +void computeTemporaries() +{ + 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 ) ); +} + +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 = mix(vec3(1.0) - absorb_color, rgba.rgb * (vec3(1.0) - absorb_color), ratio); + rgba.a = mix(uMinOpacity, alpha, ratio); + return rgba; +} + + </FragmentShader> + </Shader> + </Shaders> +<Passes > + <ShaderKey value="36"/> + <LayerKey count="1"/> + <Pass > + <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/> + <RenderState name="CullFace"/> + </Pass> +</Passes> +</Material> |