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+<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="Intensity" name="intensity" description="Emission intensity" type="Float" default="1.000000" category="Material"/>
+ <Property formalName="Emission Color" name="emission_color" description="Color of the emission" type="Color" default="0 0 0" category="Material"/>
+ <Property formalName="Emissive Map" name="emissive_texture" description="Emissive texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="emissive" default="./maps/materials/emissive.png" category="Material"/>
+ <Property formalName="Emissive Map Mask" name="emissive_mask_texture" description="Emissive mask texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="emissive_mask" default="./maps/materials/emissive_mask.png" category="Material"/>
+ <Property formalName="Emissive Mask Offset" name="emissive_mask_offset" description="Offset of the emissive mask texture" type="Vector" default="0 0 0" 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;
+texture_coordinate_info tmp2;
+float tmp3;
+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( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*( fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( 1.000000, 1.000000, 1.000000 ) ), tmp1 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint*fileTexture(emissive_mask_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), emissive_mask_offset, vec3( 1.000000, 1.000000, 1.000000 ) ), tmp1 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ) );
+}
+
+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, tmp3, tmp3, 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, tmp3, tmp3 );
+
+#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, tmp3, tmp3, 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, tmp3, tmp3 );
+
+#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, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) );
+}
+
+void computeTemporaries()
+{
+ tmp1 = textureCoordinateInfo( texCoord0, tangent, binormal );
+ tmp2 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), tiling ), tmp1 );
+ tmp3 = fileTexture(roughness_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp2, 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, tmp2, 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, vec4( metal_color, 1.0).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>