// add enum defines
#define scatter_reflect 0
#define scatter_transmit 1
#define scatter_reflect_transmit 2
#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 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 anisotropy_return
{
float roughness_u;
float roughness_v;
vec3 tangent_u;
};
struct texture_return
{
vec3 tint;
float mono;
};
// temporary declarations
texture_coordinate_info tmp3;
anisotropy_return tmp4;
vec3 tmp6;
float ftmp0;
float ftmp1;
vec3 ftmp2;
vec3 ftmp3;
vec3 ftmp4;
vec4 tmpShadowTerm;
layer_result layers[3];
#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 "monoChannel.glsllib"
#include "fileBumpTexture.glsllib"
#include "transformCoordinate.glsllib"
#include "rotationTranslationScale.glsllib"
#include "textureCoordinateInfo.glsllib"
#include "fileTexture.glsllib"
#include "anisotropyConversion.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, coat_roughness, coat_roughness, scatter_reflect );
layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, ftmp0, ftmp1, scatter_reflect );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, 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, coat_roughness, coat_roughness );
layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, ftmp0, ftmp1 );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[2].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, coat_roughness, coat_roughness, scatter_reflect );
layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, ftmp0, ftmp1, scatter_reflect );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness );
layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, ftmp0, ftmp1 );
layers[2].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[2].layer += tmpShadowTerm * sampleDiffuse( layers[2].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()
{
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 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
tmp4 = anisotropyConversion( base_roughness, anisotropy, fileTexture(anisotropy_rotation_texture, vec3( 0, 0, 0 ), vec3( 3.14, 3.14, 3.14 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).mono, tangent, false );
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 = tmp4.roughness_u;
ftmp1 = tmp4.roughness_v;
ftmp2 = 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;
ftmp3 = tmp4.tangent_u;
ftmp4 = 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 );
}
vec4 computeLayerWeights( in float alpha )
{
vec4 color;
color = weightedLayer( 1.000000, vec4( ftmp4, 1.0).rgb, layers[2].layer, layers[2].base, alpha );
color = fresnelLayer( tmp6, vec3( base_ior ), base_weight, vec4( ftmp2, 1.0).rgb, layers[1].layer, color, color.a );
color = fresnelLayer( normal, vec3( coat_ior ), coat_weight, vec4( vec3( 1, 1, 1 ), 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( ftmp3, cross(tmp6, ftmp3), tmp6 ) );
layers[2].base = vec4(0.0, 0.0, 0.0, 1.0);
layers[2].layer = vec4(0.0, 0.0, 0.0, 1.0);
layers[2].tanFrame = orthoNormalize( mat3( tangent, cross(tmp6, tangent), tmp6 ) );
}