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Diffstat (limited to 'Studio/Content/Material Library/walnut_matte.shader')
-rw-r--r-- | Studio/Content/Material Library/walnut_matte.shader | 236 |
1 files changed, 236 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/walnut_matte.shader b/Studio/Content/Material Library/walnut_matte.shader new file mode 100644 index 0000000..4541241 --- /dev/null +++ b/Studio/Content/Material Library/walnut_matte.shader @@ -0,0 +1,236 @@ +<Material name="walnut_matte" 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" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> + <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/walnut_spec.png" category="Material"/> + <Property formalName="Tiling" name="texture_tiling" type="Float2" default="10 7" description="Scaling of the textures" category="Material"/> + <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/walnut.png" 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/walnut_bump.png" category="Material"/> + <Property formalName="Bump Amount" name="bump_amount" type="Float" default="0.400000" description="Value determining the bumpiness" 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 layer_result +{ + vec4 base; + vec4 layer; + mat3 tanFrame; +}; + + +struct texture_coordinate_info +{ + vec3 position; + vec3 tangent_u; + vec3 tangent_v; +}; + + +struct texture_return +{ + vec3 tint; + float mono; +}; + + +// temporary declarations +texture_coordinate_info tmp2; +vec3 tmp5; +vec3 ftmp0; +vec3 ftmp1; + 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 "fileTexture.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( tmp5, 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( tmp5, 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( normal ); +} + +void computeTemporaries() +{ + tmp2 = 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 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) ); + tmp5 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp2, 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, tmp2, 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, tmp2, 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 ) +{ + vec4 color; + color = weightedLayer( 1.000000, vec4( ftmp1, 1.0).rgb, layers[1].layer, layers[1].base, alpha ); + color = fresnelLayer( tmp5, vec3( material_ior ), 1.000000, 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(tmp5, tangent), tmp5 ) ); + 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(tmp5, tangent), tmp5 ) ); +} + + </FragmentShader> + </Shader> + </Shaders> +<Passes > + <ShaderKey value="5"/> + <LayerKey count="2"/> + <Pass > + </Pass> +</Passes> +</Material> |