summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/aluminum.shader
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Material Library/aluminum.shader')
-rw-r--r--Studio/Content/Material Library/aluminum.shader223
1 files changed, 0 insertions, 223 deletions
diff --git a/Studio/Content/Material Library/aluminum.shader b/Studio/Content/Material Library/aluminum.shader
deleted file mode 100644
index e2a5beac..00000000
--- a/Studio/Content/Material Library/aluminum.shader
+++ /dev/null
@@ -1,223 +0,0 @@
-<Material name="aluminum" 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="Reflectivity Map" name="reflection_texture" description="Reflection texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/grunge_b.png" category="Material"/>
- <Property formalName="Reflection Map Offset" name="reflection_map_offset" hidden="True" type="Float" default="0.500000" description="Reflection texture value offset" category="Material"/>
- <Property formalName="Reflection Map Scale" name="reflection_map_scale" hidden="True" type="Float" default="0.300000" description="Reflection texture value scale" category="Material"/>
- <Property formalName="Tiling" name="tiling" type="Vector" default="1 1 1" description="Texture Tiling size" category="Material"/>
- <Property formalName="Roughness Map" name="roughness_texture" description="Roughness texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="roughness" default="./maps/materials/grunge_d.png" category="Material"/>
- <Property formalName="Roughness Map Offset" name="roughness_map_offset" hidden="True" type="Float" default="0.160000" description="Roughness texture value offset" category="Material"/>
- <Property formalName="Roughness Map Scale" name="roughness_map_scale" hidden="True" type="Float" default="0.400000" description="Roughness texture value scale" category="Material"/>
- <Property formalName="Metal Color" name="metal_color" type="Color" default="0.95 0.95 0.95" description="Base color of the material" 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/grunge_d.png" category="Material"/>
- <Property formalName="Bump Amount" name="bump_amount" type="Float" min="0" max="2" default="0.500000" description="Scale value for bump amount" 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 texture_coordinate_info
-{
- vec3 position;
- vec3 tangent_u;
- vec3 tangent_v;
-};
-
-
-struct layer_result
-{
- vec4 base;
- vec4 layer;
- mat3 tanFrame;
-};
-
-
-struct texture_return
-{
- vec3 tint;
- float mono;
-};
-
-
-// temporary declarations
-texture_coordinate_info tmp1;
-float tmp2;
-float 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 "weightedLayer.glsllib"
-#include "fileTexture.glsllib"
-#include "square.glsllib"
-#include "calculateRoughness.glsllib"
-#include "evalBakedShadowMap.glsllib"
-#include "evalEnvironmentMap.glsllib"
-#include "microfacetBSDF.glsllib"
-#include "physGlossyBSDF.glsllib"
-#include "simpleGlossyBSDF.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 * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, tmp2, tmp2, scatter_reflect );
-
-#endif
-}
-
-void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
-{
-#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, tmp2, tmp2 );
-
-#endif
-}
-
-void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
-{
-#if !QT3DS_ENABLE_LIGHT_PROBE
- layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, tmp2, tmp2, scatter_reflect );
-
-#else
- layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, tmp2, tmp2 );
-
-#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( 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 ), tiling ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
- tmp2 = fileTexture(roughness_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono;
- ftmp0 = fileTexture(reflection_texture, vec3( reflection_map_offset ), vec3( reflection_map_scale ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono;
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
-}
-
-vec4 computeLayerWeights( in float alpha )
-{
- vec4 color;
- color = weightedLayer( ftmp0, metal_color.rgb, layers[0].layer, layers[0].base, 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 ) );
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="4"/>
- <LayerKey count="1"/>
- <Pass >
- </Pass>
-</Passes>
-</Material>