diff options
Diffstat (limited to 'Studio/Content/Material Library/rubber_studded_black.shader')
-rw-r--r-- | Studio/Content/Material Library/rubber_studded_black.shader | 219 |
1 files changed, 0 insertions, 219 deletions
diff --git a/Studio/Content/Material Library/rubber_studded_black.shader b/Studio/Content/Material Library/rubber_studded_black.shader deleted file mode 100644 index a2af7d0d..00000000 --- a/Studio/Content/Material Library/rubber_studded_black.shader +++ /dev/null @@ -1,219 +0,0 @@ -<Material name="rubber_studded_black" 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="Index of Refraction" name="material_ior" type="Float" default="1.800000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> - <Property formalName="Base color" name="base_color" type="Color" default="0 0 0" description="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/studded_rubber_bump.png" category="Material"/> - <Property formalName="Bump Amount" name="bump_amount" type="Float" default="9.000000" description="Value determining the bumpiness" category="Material"/> - <Property formalName="Tiling" name="texture_tiling" type="Float2" default="10 7" description="Scaling of the textures" 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 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 layer_result -{ - vec4 base; - vec4 layer; - mat3 tanFrame; -}; - - -struct texture_coordinate_info -{ - vec3 position; - vec3 tangent_u; - vec3 tangent_v; -}; - - -// temporary declarations -vec3 tmp4; - vec4 tmpShadowTerm; - -layer_result layers[2]; - -#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 "square.glsllib" -#include "calculateRoughness.glsllib" -#include "evalBakedShadowMap.glsllib" -#include "evalEnvironmentMap.glsllib" -#include "microfacetBSDF.glsllib" -#include "physGlossyBSDF.glsllib" -#include "simpleGlossyBSDF.glsllib" -#include "weightedLayer.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].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect ); - - layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp4, 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, roughness, roughness ); - - layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[1].layer += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[1].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, roughness, roughness, scatter_reflect ); - - layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp4, 0.000000 ) * aoFactor; - -#else - layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness ); - - layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); - layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].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() -{ - tmp4 = fileBumpTexture(bump_texture, bump_amount, mono_average, 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 ) ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ); - tmpShadowTerm = evalBakedShadowMap( texCoord0 ); -} - -vec4 computeLayerWeights( in float alpha ) -{ - vec4 color; - color = weightedLayer( 1.0, base_color.rgb, layers[1].layer, layers[1].base, alpha ); - color = fresnelLayer( tmp4, vec3( material_ior ), glossy_weight, vec3(1.0), 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(tmp4, tangent), tmp4 ) ); - 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( tangent, cross(tmp4, tangent), tmp4 ) ); -} - - </FragmentShader> - </Shader> - </Shaders> -<Passes > - <ShaderKey value="5"/> - <LayerKey count="2"/> - <Pass > - </Pass> -</Passes> -</Material> |