summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/thin_glass_frosted_sp.shader
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Material Library/thin_glass_frosted_sp.shader')
-rw-r--r--Studio/Content/Material Library/thin_glass_frosted_sp.shader246
1 files changed, 0 insertions, 246 deletions
diff --git a/Studio/Content/Material Library/thin_glass_frosted_sp.shader b/Studio/Content/Material Library/thin_glass_frosted_sp.shader
deleted file mode 100644
index 6619ec2d..00000000
--- a/Studio/Content/Material Library/thin_glass_frosted_sp.shader
+++ /dev/null
@@ -1,246 +0,0 @@
-<Material name="thin_glass_frosted_sp" 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="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/>
- <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/>
- <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/>
- <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/>
- <Property formalName="Noise Coordinates" name="noiseCoords" description="Coordinates of the noise" type="Vector" default="1 1 1" category="Material"/>
- <Property formalName="Noise Scale" name="noiseScale" description="Scaling of the noise" type="Float" min="0.000000" max="40.000000" default="2.000000" category="Material"/>
- <Property formalName="Bump Coordinates" name="bumpCoords" description="Bump coordinates of the refraction" type="Vector" default="1 1 1" category="Material"/>
- <Property formalName="Bump Scale" name="bumpScale" description="Scale of the bumps" type="Float" min="0.000000" max="1.000000" default="0.500000" category="Material"/>
- <Property formalName="Bump Bands" name="bumpBands" description="Bump bands of the material" type="Long" min="1.000000" max="10.000000" default="1" category="Material"/>
- <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/>
- <Property formalName="Roughness" name="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="Blur Width" name="blur_size" description="Width of the blur" type="Float" default="8" min="0.000000" max="20.00000" category="Material"/>
- <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Reflectivity factor" category="Material"/>
- <Property formalName="Glass ior" name="glass_ior" type="Float" default="1.100000" description="Index of refraction of the material" category="Material"/>
- <Property formalName="Glass Color" name="glass_color" type="Color" default="0.9 0.9 0.9" description="Color of the material" category="Material"/>
- </MetaData>
- <Shaders type="GLSL" version="330">
- <Shader>
- <Shared> </Shared>
-<VertexShader>
- </VertexShader>
- <FragmentShader>
-
-// add enum defines
-#define texture_coordinate_uvw 0
-#define texture_coordinate_world 1
-#define texture_coordinate_object 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 0
-
-#include "vertexFragmentBase.glsllib"
-
-// set shader output
-out vec4 fragColor;
-
-// add structure defines
-struct layer_result
-{
- vec4 base;
- vec4 layer;
- mat3 tanFrame;
-};
-
-// add structure defines
-struct texture_coordinate_info
-{
- vec3 position;
- vec3 tangent_u;
- vec3 tangent_v;
-};
-
-struct texture_return
-{
- vec3 tint;
- float mono;
-};
-
-
-// temporary declarations
-texture_coordinate_info tmp0;
-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 "cube.glsllib"
-#include "random255.glsllib"
-#include "perlinNoise.glsllib"
-#include "perlinNoiseBumpTexture.glsllib"
-#include "transformCoordinate.glsllib"
-#include "rotationTranslationScale.glsllib"
-#include "coordinateSource.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 "abbeNumberIOR.glsllib"
-#include "average.glsllib"
-#include "perlinNoiseTexture.glsllib"
-#include "fresnelLayer.glsllib"
-#include "refraction.glsllib"
-
-uniform sampler2D refractiveTexture;
-
-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 * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect_transmit );
-
-#endif
-}
-
-void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
-{
-#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness );
-
-#endif
-}
-
-void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
-{
-#if !QT3DS_ENABLE_LIGHT_PROBE
- layers[0].base += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect_transmit );
-
-#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
-
-#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( abbeNumberIOR(glass_ior, 0.000000 ) ) ) );
-}
-
-float evalCutout()
-{
- return( 1.000000 );
-}
-
-vec3 computeNormal()
-{
- //return( normal );
- return( perlinNoiseBumpTexture( tmp1, bumpScale, 1.000000, false, false, 0.000000, bumpBands, false, vec3( 0.000000, 0.000000, 0.000000 ), 0.5, 0.0, 1.000000, normal ) );
-}
-
-void computeTemporaries()
-{
- tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), noiseCoords ), coordinateSource(texture_coordinate_world, 0 ) );
- tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), coordinateSource(texture_coordinate_world, 0 ) );
- ftmp0 = vec3( reflectivity_amount );
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
-}
-
-vec4 computeLayerWeights( in float alpha )
-{
- vec4 color;
- color = layers[0].base * vec4( ftmp0, 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 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 color)
-{
- vec4 rgba = color;
- float ratio = simpleFresnel( normal, materialIOR, uFresnelPower );
- vec3 absorb_color = ( log( glass_color.rgb )/-1.000000 );
- // prevent log(0) -> inf number issue
- if ( isinf(absorb_color.r) ) absorb_color.r = 1.0;
- if ( isinf(absorb_color.g) ) absorb_color.g = 1.0;
- if ( isinf(absorb_color.b) ) absorb_color.b = 1.0;
- rgba.rgb *= (vec3(1.0) - absorb_color);
-
- vec3 refractDir = perlinNoiseBumpTexture( tmp0, noiseScale, 1.000000, false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.0, 0.5, 1.000000, normalize(viewDir) );
-
- vec3 refractColor = refractBlur( refractiveTexture, normalize(refractDir), materialIOR, blur_size ) * (vec3(1.0) - absorb_color);
- rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0);
- return rgba;
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="20"/>
- <LayerKey count="1"/>
- <Buffer name="temp_buffer" format="source" filter="linear" wrap="clamp" size="1.0" lifetime="frame"/>
- <Pass >
- <BufferBlit dest="temp_buffer"/>
- <BufferInput value="temp_buffer" param="refractiveTexture"/>
- <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/>
- </Pass>
-</Passes>
-</Material>