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-rw-r--r--Studio/Content/Material Library/rubber_studded_emissive.shader238
1 files changed, 0 insertions, 238 deletions
diff --git a/Studio/Content/Material Library/rubber_studded_emissive.shader b/Studio/Content/Material Library/rubber_studded_emissive.shader
deleted file mode 100644
index de45c938..00000000
--- a/Studio/Content/Material Library/rubber_studded_emissive.shader
+++ /dev/null
@@ -1,238 +0,0 @@
-<Material name="rubber_studded_emissive" 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"/>
- <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"/>
- </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 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 texture_return
-{
- vec3 tint;
- float mono;
-};
-
-
-// temporary declarations
-texture_coordinate_info tmp3;
-vec3 tmp5;
-texture_coordinate_info tmp6;
- 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"
-#include "fileTexture.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, tmp6, 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, tmp6, 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, roughness, roughness, scatter_reflect );
-
- layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp5, 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( tmp5, 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()
-{
- tmp3 = textureCoordinateInfo( texCoord0, tangent, binormal );
- tmp5 = 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 ) ), tmp3 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
- tmp6 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( 1.000000, 1.000000, 1.000000 ) ), tmp3 );
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
-}
-
-vec4 computeLayerWeights( in float alpha )
-{
- vec4 color;
- color = weightedLayer( 1.000000, base_color.rgb, layers[1].layer, layers[1].base, alpha );
- color = fresnelLayer( tmp5, vec3( material_ior ), glossy_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(tmp5, tangent), tmp5 ) );
- 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(tmp5, tangent), tmp5 ) );
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="5"/>
- <LayerKey count="2"/>
- <Pass >
- </Pass>
-</Passes>
-</Material>