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diff --git a/Studio/Content/Material Library/carbon_fiber_emissive.shader b/Studio/Content/Material Library/carbon_fiber_emissive.shader
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-<Material name="carbon_fiber" 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="Coat ior" name="coat_ior" type="Float" default="1.250000" description="Index of refraction of the coating layer" category="Material"/>
- <Property formalName="Coat Glossy weight" name="coat_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of the coating's glossy reflection.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/>
- <Property formalName="Coat Roughness" name="coat_roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/>
- <Property formalName="Base ior" name="base_ior" type="Float" default="1.650000" description="Index of refraction of the material" category="Material"/>
- <Property formalName="Glossy Weight" name="base_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Strength of glossy reflection at incident angles.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/>
- <Property formalName="Roughness" name="base_roughness" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/>
- <Property formalName="Anisotropy" name="anisotropy" type="Float" min="0.000000" max="0.999000" default="0.800000" description="The anisotropy of the roughness" category="Material"/>
- <Property formalName="Anisotropy Map" description="Anisotropy transformation texture" name="anisotropy_rotation_texture" type="Texture" filter="linear" minfilter="linear" clamp="repeat" usage="anisotropy" default="./maps/materials/carbon_fiber_aniso.png" category="Material"/>
- <Property formalName="Tiling" name="texture_tiling" type="Float2" default="12 12" description="Scaling of the textures" category="Material"/>
- <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/carbon_fiber_spec.png" category="Material"/>
- <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/carbon_fiber.png" 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/carbon_fiber_bump.png" category="Material"/>
- <Property formalName="Bump Amount" name="bump_amount" type="Float" default="1.000000" description="Value determining the bumpiness" 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 Mask Map" name="emissive_mask_texture" description="Emissive mask texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="emissive_mask" category="Material"/>
- </MetaData>
- <Shaders type="GLSL" version="330">
- <Shader>
- <Shared> </Shared>
-<VertexShader>
- </VertexShader>
- <FragmentShader>
-
-// 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;
-texture_coordinate_info tmp4;
-anisotropy_return tmp5;
-vec3 tmp7;
-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( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity *( emission_color.rgb * 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 ) ), tmp3 ), 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].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( tmp7, 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( tmp7, 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 = textureCoordinateInfo( texCoord0, tangent, binormal );
- tmp4 = 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 ) ), tmp3 );
- tmp5 = anisotropyConversion( base_roughness, anisotropy, fileTexture(anisotropy_rotation_texture, vec3( 0, 0, 0 ), vec3( 3.14, 3.14, 3.14 ), mono_luminance, tmp4, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).mono, tangent, false );
- tmp7 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp4, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
- ftmp0 = tmp5.roughness_u;
- ftmp1 = tmp5.roughness_v;
- ftmp2 = fileTexture(reflect_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp4, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
- ftmp3 = tmp5.tangent_u;
- ftmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp4, 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( tmp7, 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(tmp7, ftmp3), tmp7 ) );
- 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(tmp7, tangent), tmp7 ) );
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="5"/>
- <LayerKey count="3"/>
- <Pass >
- </Pass>
-</Passes>
-</Material>