// 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 color_layer_blend 0 #define color_layer_add 1 #define color_layer_multiply 2 #define color_layer_screen 3 #define color_layer_overlay 4 #define color_layer_brightness 5 #define color_layer_color 6 #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 bsdf_component { float weight; vec4 component; }; struct color_layer { vec3 layer_color; float weight; int mode; }; struct texture_return { vec3 tint; float mono; }; struct layer_result { vec4 base; vec4 layer; mat3 tanFrame; }; // temporary declarations texture_coordinate_info tmp1; vec3 ftmp0; vec4 tmpShadowTerm; layer_result layers[1]; #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 "normalizedMix.glsllib" #include "evalBakedShadowMap.glsllib" #include "diffuseTransmissionBSDF.glsllib" #include "fileTexture.glsllib" #include "blendColorLayers.glsllib" #include "diffuseReflectionBSDF.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].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, diffuseTransmissionBSDF( -normal, lightDir, viewDir, lightDiffuse, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, 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].base += tmpShadowTerm * normalizedMix( bsdf_component[2]( bsdf_component(transmission_weight, lightDiffuse * sampleAreaDiffuseTransmissive( layers[0].tanFrame, varWorldPos, lightIdx, vec4( ftmp0, 1.0), uTranslucentFalloff, uDiffuseLightWrap )) ,bsdf_component(reflection_weight, lightDiffuse * sampleAreaDiffuse( layers[0].tanFrame, varWorldPos, lightIdx )) ) ); #endif } void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor ) { #if !QT3DS_ENABLE_LIGHT_PROBE layers[0].base += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor; #else layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor; #endif } void computeFrontLayerRnmColor( in vec3 normal, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) { #if QT3DS_ENABLE_RNM layers[0].base += tmpShadowTerm * diffuseRNM( normal, rnmX, rnmY, rnmZ ); #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 } void computeBackLayerRnmColor( in vec3 normal, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) { #if QT3DS_ENABLE_RNM 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(bump_texture, bump_amount, mono_average, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) ); } void computeTemporaries() { tmp1 = 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 ) ); ftmp0 = blendColorLayers( color_layer[1]( color_layer(blendColorLayers( color_layer[1]( color_layer(fileTexture(transmission_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint, 0.700000, color_layer_blend ) ), paper_color.rgb, mono_average ).tint, 1.000000, color_layer_multiply ) ), vec3( 1, 1, 1 ), mono_average ).tint; tmpShadowTerm = evalBakedShadowMap( texCoord0 ); } vec4 computeLayerWeights( in float alpha ) { vec4 color; color = layers[0].base * vec4( paper_color.rgb, 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 computeOpacity(in vec4 color) { vec4 rgba = color; rgba.a = uOpacity * 0.01; return rgba; }