diff options
Diffstat (limited to 'Studio/Content/Material Library/thin_glass_frosted.shader')
-rw-r--r-- | Studio/Content/Material Library/thin_glass_frosted.shader | 485 |
1 files changed, 485 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/thin_glass_frosted.shader b/Studio/Content/Material Library/thin_glass_frosted.shader new file mode 100644 index 0000000..b66c4cd --- /dev/null +++ b/Studio/Content/Material Library/thin_glass_frosted.shader @@ -0,0 +1,485 @@ +<Material name="thin_glass_frosted" 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="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> + <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Reflectivity factor" category="Material"/> + <Property formalName="Glass ior" name="glass_ior" 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"/> + <Property formalName="Glass Bump map" name="glass_bump" description="Additional bump map for surface" type="Texture" clamp="repeat" category="Material"/> + <Property formalName="Glass Bump Factor" name="glass_bfactor" description="Bump map factor" default="0.0" category="Material"/> + <Property formalName="Glass Bump Inside" name="glass_binside" description="Use bump map for internal lighting only" type="Boolean" default="False" category="Material"/> + <Property formalName="Blur Width" name="blur_size" type="Float" default="8" min="1" max="50" description="Amount of blurring behind the glass" category="Material"/> + <Property formalName="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/> + <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/> + <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/> + <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/> + <Property formalName="Refract Depth" name="refract_depth" type="Float" default="5" min="0" max="20" description="Degree of bend from refraction. Allows\ncontrol of refraction without affecting\nlighting" category="Refraction"/> + <Property formalName="Bump Coordinates" name="bumpCoords" description="Bump coordinates of the refraction" type="Vector" default="1 1 1" category="Refraction"/> + <Property formalName="Bump Scale" name="bumpScale" description="Scale of the bumps" type="Float" min="0.000000" max="5.000000" default="0.500000" category="Refraction"/> + <Property formalName="Bump Bands" name="bumpBands" description="Bump bands of the refraction" type="Long" min="1.000000" max="10.000000" default="1" category="Refraction"/> + <Property formalName="Light Position" name="intLightPos" type="Float2" description="Position in UV space of the band-light" default="0.5 0" category="Translucent Lighting"/> + <Property formalName="Light Color" name="intLightCol" type="Color" description="Color of the band-light" default="0.9 0.9 0.9" category="Translucent Lighting"/> + <Property formalName="Light Brightness" name="intLightBrt" type="Float" description="Brightness of the band-light" default="0" category="Translucent Lighting"/> + <Property formalName="Light Rotation" name="intLightRot" type="Float" description="Angle the lightsource is oriented.\nBand is perpendicular to this" default="0" min="0" max="360" category="Translucent Lighting"/> + <Property formalName="Falloff rate" name="intLightFall" type="Float" description="Rate at which intensity drops off" default="2.0" category="Translucent Lighting"/> + </MetaData> + <Shaders type="GLSL" version="330"> + <Shader name="MAIN"> + <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 texture_coordinate_uvw 0 +#define texture_coordinate_world 1 +#define texture_coordinate_object 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 0 + +#include "vertexFragmentBase.glsllib" + +// set shader output +out vec4 fragColor; + +// add structure defines +struct layer_result +{ + vec4 base; + vec4 layer; + mat3 tanFrame; +}; + +// add structure defines +struct texture_coordinate_info +{ + vec3 position; + vec3 tangent_u; + vec3 tangent_v; +}; + +struct texture_return +{ + vec3 tint; + float mono; +}; + +// temporary declarations +texture_coordinate_info tmp0; +texture_coordinate_info tmp1; +vec3 ftmp0; +vec3 ftmp1; +vec3 ftmp2; +vec4 tmpShadowTerm; + +layer_result layers[1]; + +#include "SSAOCustomMaterial.glsllib" +#include "sampleLight.glsllib" +#include "sampleProbe.glsllib" +#include "sampleArea.glsllib" +#include "square.glsllib" +#include "cube.glsllib" +#include "random255.glsllib" +#include "perlinNoise.glsllib" +#include "perlinNoiseBumpTexture.glsllib" +#include "luminance.glsllib" +#include "monoChannel.glsllib" +#include "fileBumpTexture.glsllib" +#include "transformCoordinate.glsllib" +#include "rotationTranslationScale.glsllib" +#include "coordinateSource.glsllib" +#include "calculateRoughness.glsllib" +#include "evalBakedShadowMap.glsllib" +#include "evalEnvironmentMap.glsllib" +#include "microfacetBSDF.glsllib" +#include "physGlossyBSDF.glsllib" +#include "simpleGlossyBSDF.glsllib" +#include "abbeNumberIOR.glsllib" +#include "average.glsllib" +#include "perlinNoiseTexture.glsllib" +#include "fresnelLayer.glsllib" +#include "refraction.glsllib" + +uniform sampler2D refractiveTexture; + +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 * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, 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, roughness, roughness ); + +#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, roughness, roughness, scatter_reflect_transmit ); + +#else + layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness ); + +#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( abbeNumberIOR(glass_ior, 0.000000 ) ) ) ); +} + +float evalCutout() +{ + return( 1.000000 ); +} + +vec3 computeNormal() +{ + if ( glass_bfactor > 0.0 ) + { + ftmp2 = fileBumpTexture(glass_bump, glass_bfactor, mono_average, tmp0, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ); + if (!glass_binside) { normal = ftmp2; } + } + + return( perlinNoiseBumpTexture( tmp1, bumpScale, 1.000000, false, false, 0.000000, bumpBands, false, vec3( 0.000000, 0.000000, 0.000000 ), 0.5, 0.0, 1.000000, normal ) ); +} + +void computeTemporaries() +{ + //tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), refractCoords ), coordinateSource(texture_coordinate_world, 0 ) ); + //ftmp1 = perlinNoiseBumpTexture( tmp0, refractScale, 1.000000, false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.0, 0.5, 1.000000, viewDir ); + tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), textureCoordinateInfo( texCoord0, tangent, binormal ) ); + tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), coordinateSource(texture_coordinate_world, 0 ) ); + ftmp1 = viewDir; + 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 ) ); +} + +vec3 getRefractUV( in vec2 baseUV, in vec3 normal, in float materialIOR, in float refractDepth ) +{ + // Real honest-to-goodness refraction! + vec3 refractedDir = refract( -viewDir, normal, 1.0 / materialIOR ); + float thickness = refractDepth / clamp( dot(viewDir, normal), 0.0001, 1.0 ); + + // This will do an "AA" version of that loss due to critical angle and TIR + // fakes the same effect than using the glsl refract. + float weight = smoothstep( 0.0, 1.0, abs(dot(viewDir, normal)) * 100.0 ); + + // Trace out the refracted ray and the straight view ray + refractedDir *= thickness; + vec3 rawDir = -viewDir * thickness; + + vec3 displace = refractedDir - rawDir; + vec3 newUV = vec3(baseUV + displace.xy, weight); + return newUV; +} + +vec4 doFakeInnerLight( in vec3 normal, in vec3 absorb_color ) +{ + vec3 lightColor = intLightCol.rgb * intLightBrt; + + float cosRot = cos(intLightRot * 0.01745329251); + float sinRot = sin(intLightRot * 0.01745329251); + vec2 uvDir = vec2(sinRot, cosRot); + + vec2 dvec = texCoord0.xy - intLightPos; + float dist = dot( dvec, uvDir ); + float fallRate = log2( max( abs(intLightFall), 1.01 ) ); + vec3 fallCol = exp2( -abs(dist) * fallRate / absorb_color ); + + vec3 projDir = (tangent * uvDir.x + binormal * uvDir.y) * dist * intLightFall - surfNormal * refract_depth; + projDir = normalize(projDir); + + vec4 retVal = vec4(lightColor * fallCol, 1.0); + retVal *= abs(dot( projDir, -ftmp2 )); + retVal.a = pow( retVal.a, uFresnelPower ); + retVal.a *= clamp( intLightBrt * exp2(-dist * fallRate), 0.0, 1.0 ); + + return retVal; +} + +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 *= (vec3(1.0) - absorb_color); + + vec2 texSize = vec2( textureSize( refractiveTexture, 0 ) ); + vec3 newUV = vec3((gl_FragCoord.xy * 0.5) / texSize, 0.0); + vec4 value = texture( refractiveTexture, newUV.xy ); + + newUV = getRefractUV( newUV.xy, normal, materialIOR, 0.01 * refract_depth ); + vec4 refractValue = texture( refractiveTexture, newUV.xy ); + + vec3 refractColor = refractValue.a * refractValue.rgb + (1.0 - refractValue.a) * value.rgb; + refractColor = refractColor * (vec3(1.0) - absorb_color); + vec4 internalColor = doFakeInnerLight( normal, glass_color.rgb ); + refractColor += internalColor.rgb * internalColor.a; + + rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0); + return rgba; +} + + </FragmentShader> + </Shader> + <Shader name="NOOP"> +<VertexShader> +</VertexShader> +<FragmentShader> +#define QT3DS_ENABLE_UV0 1 +#define QT3DS_ENABLE_WORLD_POSITION 1 +#define QT3DS_ENABLE_TEXTAN 1 + +vec3 texCoord0; + +void main() +{ + + // This is a bit silly, but the thing is that a buffer blit takes place on this + // pass, and if you do a buffer blit on a pass that outputs to lower-resolution, + // it only blits a smaller portion of the backbuffer that occupies that number of + // pixels. So we need a dummy no-op pass that is full-res in order to blit everything. +</FragmentShader> + </Shader> + <Shader name="PREBLUR"> +<VertexShader> +</VertexShader> +<FragmentShader> +#define QT3DS_ENABLE_UV0 1 +#define QT3DS_ENABLE_WORLD_POSITION 1 +#define QT3DS_ENABLE_TEXTAN 1 + +vec3 texCoord0; + +uniform sampler2D OriginBuffer; + +void main() +{ + vec2 texSize = vec2( textureSize( OriginBuffer, 0 ) ); + texSize = vec2(1.0) / texSize; + texCoord0.z = 0.0; + texCoord0.xy = vec2(gl_FragCoord.xy * 2.0 * texSize); + + float wtSum = 0.0; + vec4 totSum = vec4(0.0); + for (int ix = -1; ix <= 1; ++ix) + { + for (int iy = -1; iy <= 1; ++iy) + { + float wt = float(ix*ix + iy*iy) * 4.0; + wt = exp2( -wt ); + vec2 texOfs = vec2(ix, iy) * texSize; + totSum += wt * texture( OriginBuffer, texCoord0.xy + texOfs ); + wtSum += wt; + } + } + + totSum /= wtSum; + gl_FragColor = totSum; + // No close paren because the generator adds it for us. + +</FragmentShader> + </Shader> + <Shader name="BLURX"> +<VertexShader> +</VertexShader> +<FragmentShader> +#define QT3DS_ENABLE_UV0 1 +#define QT3DS_ENABLE_WORLD_POSITION 1 +#define QT3DS_ENABLE_TEXTAN 1 + +vec3 texCoord0; + +uniform sampler2D BlurBuffer; + +void main() +{ + vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) ); + texSize = vec2(1.0) / texSize; + texCoord0.z = 0.0; + texCoord0.xy = vec2(gl_FragCoord.xy * texSize); + + float sigma = clamp(blur_size * 0.5, 0.5, 100.0); + int smpCount = int(ceil( sigma )); + vec4 value = texture(BlurBuffer, texCoord0.xy); + float wtsum = 1.0; + for (int i = 1; i <= smpCount; ++i) + { + // Base 2 Gaussian blur + float wt = float(i) / (sigma * 0.5); + wt = exp2( -wt*wt ); + vec2 texOfs = vec2(i, 0) * texSize; + value += wt * texture(BlurBuffer, texCoord0.xy+texOfs); + value += wt * texture(BlurBuffer, texCoord0.xy-texOfs); + wtsum += wt * 2.0; + } + + gl_FragColor = value / wtsum; + gl_FragColor.a = 1.0; + + // No close paren because the generator adds it for us. +</FragmentShader> + </Shader> + <Shader name="BLURY"> +<VertexShader> +</VertexShader> +<FragmentShader> +#define QT3DS_ENABLE_UV0 1 +#define QT3DS_ENABLE_WORLD_POSITION 1 +#define QT3DS_ENABLE_TEXTAN 1 + +vec3 texCoord0; + +uniform sampler2D BlurBuffer; +uniform sampler2D OriginBuffer; + +void main() +{ + vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) ); + texSize = vec2(1.0) / texSize; + texCoord0.z = 0.0; + texCoord0.xy = vec2(gl_FragCoord.xy * texSize); + + float sigma = clamp(blur_size * 0.5, 0.5, 100.0); + int smpCount = int(ceil( sigma )); + vec4 value = texture(BlurBuffer, texCoord0.xy); + + float wtsum = 1.0; + for (int i = 1; i <= smpCount; ++i) + { + // Base 2 Gaussian blur + float wt = float(i) / (sigma * 0.5); + wt = exp2( -wt*wt ); + vec2 texOfs = vec2(0, i) * texSize; + vec4 posValue = texture(BlurBuffer, texCoord0.xy+texOfs); + vec4 negValue = texture(BlurBuffer, texCoord0.xy-texOfs); + posValue = posValue.a * posValue + (1.0 - posValue.a) * texture(OriginBuffer, texCoord0.xy+texOfs); + negValue = negValue.a * negValue + (1.0 - negValue.a) * texture(OriginBuffer, texCoord0.xy-texOfs); + + value += wt * posValue; + value += wt * negValue; + wtsum += wt * 2.0; + } + + gl_FragColor = (value / wtsum); + gl_FragColor.a = 1.0; + + // No close paren because the generator adds it for us. +</FragmentShader> + </Shader> + + </Shaders> +<Passes > + <ShaderKey value="20"/> + <LayerKey count="1"/> + <Buffer name="frame_buffer" format="source" filter="linear" wrap="clamp" size="1.0" lifetime="frame"/> + <Buffer name="dummy_buffer" type="ubyte" format="rgba" wrap="clamp" size="1.0" lifetime="frame"/> + <Buffer name="temp_buffer" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> + <Buffer name="temp_blurX" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> + <Buffer name="temp_blurY" type="fp16" format="rgba" filter="linear" wrap="clamp" size="0.5" lifetime="frame"/> + <Pass shader="NOOP" output="dummy_buffer"> + <BufferBlit dest="frame_buffer"/> + </Pass> + <Pass shader="PREBLUR" output="temp_buffer"> + <BufferInput value="frame_buffer" param="OriginBuffer"/> + </Pass> + <Pass shader="BLURX" output="temp_blurX"> + <BufferInput value="temp_buffer" param="BlurBuffer"/> + </Pass> + <Pass shader="BLURY" output="temp_blurY"> + <BufferInput value="temp_blurX" param="BlurBuffer"/> + <BufferInput value="temp_buffer" param="OriginBuffer"/> + </Pass> + <Pass shader="MAIN"> + <BufferInput value="temp_blurY" param="refractiveTexture"/> + <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/> + </Pass> +</Passes> +</Material> |