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-rw-r--r--Studio/Content/Material Library/paper_office.shader255
1 files changed, 0 insertions, 255 deletions
diff --git a/Studio/Content/Material Library/paper_office.shader b/Studio/Content/Material Library/paper_office.shader
deleted file mode 100644
index 6f183a55..00000000
--- a/Studio/Content/Material Library/paper_office.shader
+++ /dev/null
@@ -1,255 +0,0 @@
-<Material name="paper_office" version="1.0">
- <MetaData >
- <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="Translucency Falloff" name="uTranslucentFalloff" description="Falloff of the translucency of the\nmaterial" type="Float" default="0.0" category="Material"/>
- <Property formalName="Diffuse Light Bend" name="uDiffuseLightWrap" description="Diffuse light bend of the material" type="Float" min="0.0" max="1.0" default="0.0" category="Material"/>
- <Property formalName="Transparency" name="uOpacity" description="Transparency of the material" type="Float" min="0.0" max="100.0" default="100.0" category="Material"/>
- <Property formalName="Transmission Weight" name="transmission_weight" type="Float" default="0.200000" description="Value determining transmission" category="Material"/>
- <Property formalName="Transmission Map" name="transmission_texture" description="Transmission texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="transmission" default="./maps/materials/paper_trans.png" category="Textures"/>
- <Property formalName="Tiling" name="texture_tiling" type="Float2" default="1 1" description="Scaling of the textures" category="Textures"/>
- <Property formalName="Paper Color" name="paper_color" type="Color" default="0.531 0.531 0.531" description="Color of the paper" category="Material"/>
- <Property formalName="Reflection Weight" name="reflection_weight" type="Float" default="0.800000" description="Value determining reflection" 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/paper_diffuse.png" category="Textures"/>
- <Property formalName="Bump Amount" name="bump_amount" type="Float" default="0.500000" description="Value determining the bumpiness" 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 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;
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="257"/>
- <LayerKey count="1"/>
- <Pass >
- <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/>
- </Pass>
-</Passes>
-</Material>