// add enum defines #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 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 layer_result { vec4 base; vec4 layer; mat3 tanFrame; }; // temporary declarations vec4 tmpShadowTerm; layer_result layers[1]; #include "SSAOCustomMaterial.glsllib" #include "sampleLight.glsllib" #include "sampleProbe.glsllib" #include "sampleArea.glsllib" #include "cube.glsllib" #include "random255.glsllib" #include "perlinNoise.glsllib" #include "perlinNoiseBumpTexture.glsllib" #include "transformCoordinate.glsllib" #include "rotationTranslationScale.glsllib" #include "coordinateSource.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 "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].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ); layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect ); #endif } void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular ) { #if QT3DS_ENABLE_CG_LIGHTING layers[0].base += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[0].tanFrame, varWorldPos, lightIdx ); layers[0].layer += 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 * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor; layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect ); #else layers[0].base += tmpShadowTerm * sampleDiffuse( layers[0].tanFrame ) * aoFactor; layers[0].layer += 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( 1, 1, 1 ) ) ); } float evalCutout() { return( 1.000000 ); } vec3 computeNormal() { return( perlinNoiseBumpTexture( transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( ( texture_scaling*10.000000 ) ) ), coordinateSource(texture_coordinate_object, 0 ) ), bump_factor, 1.000000, false, false, 0.000000, 6, true, vec3( 0.000000, 0.000000, 0.000000 ), 0.070000, 0.300000, 1.000000, normal ) ); } void computeTemporaries() { tmpShadowTerm = evalBakedShadowMap( texCoord0 ); } vec4 computeLayerWeights( in float alpha ) { vec4 color; color = fresnelLayer( normal, vec3( material_ior ), 0.350000, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( diffuse_color.rgb, 1.0), alpha ); 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 ) ); }