diff options
Diffstat (limited to 'Studio')
23 files changed, 53 insertions, 53 deletions
diff --git a/Studio/Content/Material Library/aluminium_anodized.shader b/Studio/Content/Material Library/aluminium_anodized.shader index f989cbcd..17da9fb3 100644 --- a/Studio/Content/Material Library/aluminium_anodized.shader +++ b/Studio/Content/Material Library/aluminium_anodized.shader @@ -153,7 +153,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( 22, 22, 22 ), 1.000000, vec4( base_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = fresnelLayer( normal, vec3( 22, 22, 22 ), 1.000000, base_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/aluminium_anodized_emissive.shader b/Studio/Content/Material Library/aluminium_anodized_emissive.shader index 22ebcab4..1c3233f2 100644 --- a/Studio/Content/Material Library/aluminium_anodized_emissive.shader +++ b/Studio/Content/Material Library/aluminium_anodized_emissive.shader @@ -99,13 +99,13 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*( fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, 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, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ) ); + return( vec3(1.0) * vec3( vec3( ( intensity *( emission_color.rgb * ( fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp3, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint * fileTexture(emissive_mask_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp3, vec2(0.0, 1.0), vec2(0.0, 1.0), 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].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); + layers[0].base += tmpShadowTerm * vec4(0.0, 0.0, 0.0, 1.0); layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect ); #endif @@ -189,7 +189,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( 22, 22, 22 ), 1.000000, vec4( base_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = fresnelLayer( normal, vec3( 22, 22, 22 ), 1.000000, base_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/aluminum.shader b/Studio/Content/Material Library/aluminum.shader index 00909fa3..e2a5beac 100644 --- a/Studio/Content/Material Library/aluminum.shader +++ b/Studio/Content/Material Library/aluminum.shader @@ -198,7 +198,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( ftmp0, vec4( metal_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = weightedLayer( ftmp0, metal_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/aluminum_brushed.shader b/Studio/Content/Material Library/aluminum_brushed.shader index a3492898..594b4faa 100644 --- a/Studio/Content/Material Library/aluminum_brushed.shader +++ b/Studio/Content/Material Library/aluminum_brushed.shader @@ -199,7 +199,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( ftmp0, vec4( metal_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = weightedLayer( ftmp0, metal_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/aluminum_emissive.shader b/Studio/Content/Material Library/aluminum_emissive.shader index 5512dcd0..ed480124 100644 --- a/Studio/Content/Material Library/aluminum_emissive.shader +++ b/Studio/Content/Material Library/aluminum_emissive.shader @@ -112,7 +112,7 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*( 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 ) ), tmp1 ), 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, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), emissive_mask_offset, vec3( 1.000000, 1.000000, 1.000000 ) ), tmp1 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ) ); + 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( 0.0, 0.0, 0.0 ), vec3( 0.0, 0.0, 0.0 ), vec3( 1.0, 1.0, 1.0 ) ), tmp1 ), vec2( 0.0, 1.0 ), vec2( 0.0, 1.0 ), wrap_repeat, wrap_repeat, gamma_default ).tint*fileTexture(emissive_mask_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, transformCoordinate( rotationTranslationScale( vec3( 0.0, 0.0, 0.0 ), emissive_mask_offset, vec3( 1.0, 1.0, 1.0 ) ), tmp1 ), vec2( 0.0, 1.0 ), vec2( 0.0, 1.0 ), 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 ) @@ -185,27 +185,27 @@ float computeIOR() float evalCutout() { - return( 1.000000 ); + return( 1.0 ); } vec3 computeNormal() { - return( fileBumpTexture(bump_texture, bump_amount, mono_average, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) ); + return( fileBumpTexture(bump_texture, bump_amount, mono_average, tmp2, vec2( 0.0, 1.0 ), vec2( 0.0, 1.0 ), wrap_repeat, wrap_repeat, normal ) ); } void computeTemporaries() { - tmp1 = textureCoordinateInfo( texCoord0, tangent, binormal ); - tmp2 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), tiling ), tmp1 ); - tmp3 = fileTexture(roughness_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono; - ftmp0 = fileTexture(reflection_texture, vec3( reflection_map_offset ), vec3( reflection_map_scale ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono; - tmpShadowTerm = evalBakedShadowMap( texCoord0 ); + tmp1 = textureCoordinateInfo( texCoord0, tangent, binormal ); + tmp2 = transformCoordinate( rotationTranslationScale( vec3( 0.0, 0.0, 0.0 ), vec3( 0.0, 0.0, 0.0 ), tiling ), tmp1 ); + tmp3 = fileTexture(roughness_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp2, vec2( 0.0, 1.0 ), vec2( 0.0, 1.0 ), wrap_repeat, wrap_repeat, gamma_default ).mono; + ftmp0 = fileTexture(reflection_texture, vec3( reflection_map_offset ), vec3( reflection_map_scale ), mono_luminance, tmp2, vec2( 0.0, 1.0 ), vec2( 0.0, 1.0 ), wrap_repeat, wrap_repeat, gamma_default ).mono; + tmpShadowTerm = evalBakedShadowMap( texCoord0 ); } vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( ftmp0, vec4( metal_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = weightedLayer( ftmp0, metal_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader index fde99ae1..7096c146 100644 --- a/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader +++ b/Studio/Content/Material Library/bamboo_natural_matte_emissive.shader @@ -111,10 +111,10 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*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 ) ), tmp2 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ); + return( vec3(1.0) * vec3( vec3( ( intensity *( emission_color.rgb * fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, transformCoordinate( rotationTranslationScale( vec3(0.0), vec3(0.0), vec3(1.0) ), tmp2 ), vec2(0.0, 1.0), vec2(0.0, 1.0), 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 ) +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 ); diff --git a/Studio/Content/Material Library/carbon_fiber_emissive.shader b/Studio/Content/Material Library/carbon_fiber_emissive.shader index 255ec618..fae9b7bb 100644 --- a/Studio/Content/Material Library/carbon_fiber_emissive.shader +++ b/Studio/Content/Material Library/carbon_fiber_emissive.shader @@ -130,7 +130,7 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*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 ) ) ) ) ); + 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 ) diff --git a/Studio/Content/Material Library/carpaint_blue_standard.shader b/Studio/Content/Material Library/carpaint_blue_standard.shader index 5fed8438..b28a8144 100644 --- a/Studio/Content/Material Library/carpaint_blue_standard.shader +++ b/Studio/Content/Material Library/carpaint_blue_standard.shader @@ -110,7 +110,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.000000, 0.000000, scatter_reflect ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) ); layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.200000, 0.200000, scatter_reflect ); #endif @@ -121,7 +121,7 @@ void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 light #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, 0.000000, 0.000000 ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ) ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ) ); layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, 0.200000, 0.200000 ); #endif @@ -132,13 +132,13 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact #if !QT3DS_ENABLE_LIGHT_PROBE layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, 0.000000, 0.000000, scatter_reflect ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor ); layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, 0.200000, 0.200000, scatter_reflect ); #else layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor ); layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, 0.200000, 0.200000 ); #endif diff --git a/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader index 2db1bf52..c435306c 100644 --- a/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader +++ b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader @@ -222,9 +222,9 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( ftmp3, vec4( vec3( 1, 0.01, 0.01 ), 1.0).rgb, layers[2].layer, layers[2].base * vec4( base_color, 1.0), alpha ); - color = weightedLayer( ftmp2, vec4( flake_color, 1.0).rgb, layers[1].layer, color, color.a ); - color = fresnelLayer( ftmp0, vec3( coating_ior ), coat_weight, vec4( coat_color, 1.0).rgb, layers[0].layer, color, color.a ); + color = weightedLayer( ftmp3, vec4( vec3( 1, 0.01, 0.01 ), 1.0).rgb, layers[2].layer, layers[2].base * vec4( base_color.rgb, 1.0), alpha ); + color = weightedLayer( ftmp2, flake_color.rgb, layers[1].layer, color, color.a ); + color = fresnelLayer( ftmp0, vec3( coating_ior ), coat_weight, coat_color.rgb, layers[0].layer, color, color.a ); return color; } diff --git a/Studio/Content/Material Library/carpaint_yellow_standard.shader b/Studio/Content/Material Library/carpaint_yellow_standard.shader index 52d32e8b..7e795114 100644 --- a/Studio/Content/Material Library/carpaint_yellow_standard.shader +++ b/Studio/Content/Material Library/carpaint_yellow_standard.shader @@ -110,7 +110,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.000000, 0.000000, scatter_reflect ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) ); layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.200000, 0.200000, scatter_reflect ); #endif @@ -121,7 +121,7 @@ void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 light #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, 0.000000, 0.000000 ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ) ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ) ); layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, 0.200000, 0.200000 ); #endif @@ -132,13 +132,13 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact #if !QT3DS_ENABLE_LIGHT_PROBE layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, 0.000000, 0.000000, scatter_reflect ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor ); layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, 0.200000, 0.200000, scatter_reflect ); #else layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 ); - layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color, grazing_base_color, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor ); + layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor ); layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, 0.200000, 0.200000 ); #endif diff --git a/Studio/Content/Material Library/copper.shader b/Studio/Content/Material Library/copper.shader index 5f407def..cf9e1ad4 100644 --- a/Studio/Content/Material Library/copper.shader +++ b/Studio/Content/Material Library/copper.shader @@ -153,7 +153,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( 25.65, 25.65, 25.65 ), 1.000000, vec4( metal_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); + color = fresnelLayer( normal, vec3( 25.65, 25.65, 25.65 ), 1.000000, metal_color.rgb, layers[0].layer, layers[0].base, alpha ); return color; } diff --git a/Studio/Content/Material Library/paper_office.shader b/Studio/Content/Material Library/paper_office.shader index 22f60721..6f183a55 100644 --- a/Studio/Content/Material Library/paper_office.shader +++ b/Studio/Content/Material Library/paper_office.shader @@ -215,14 +215,14 @@ vec3 computeNormal() 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, mono_average ).tint, 1.000000, color_layer_multiply ) ), vec3( 1, 1, 1 ), mono_average ).tint; + 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, 1.0); + color = layers[0].base * vec4( paper_color.rgb, 1.0); return color; } diff --git a/Studio/Content/Material Library/plastic_structured_red.shader b/Studio/Content/Material Library/plastic_structured_red.shader index f9be9ec3..1e6b7981 100644 --- a/Studio/Content/Material Library/plastic_structured_red.shader +++ b/Studio/Content/Material Library/plastic_structured_red.shader @@ -179,7 +179,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( material_ior ), 0.350000, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( diffuse_color, 1.0), alpha ); + color = fresnelLayer( normal, vec3( material_ior ), 0.350000, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( diffuse_color.rgb, 1.0), alpha ); return color; } diff --git a/Studio/Content/Material Library/plastic_structured_red_emissive.shader b/Studio/Content/Material Library/plastic_structured_red_emissive.shader index 9e834df2..f85719ec 100644 --- a/Studio/Content/Material Library/plastic_structured_red_emissive.shader +++ b/Studio/Content/Material Library/plastic_structured_red_emissive.shader @@ -114,7 +114,7 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*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 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ); + 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 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) ), 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 ) @@ -203,7 +203,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( material_ior ), 0.350000, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( diffuse_color, 1.0), alpha ); + color = fresnelLayer( normal, vec3( material_ior ), 0.350000, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( diffuse_color.rgb, 1.0), alpha ); return color; } diff --git a/Studio/Content/Material Library/porcelain.shader b/Studio/Content/Material Library/porcelain.shader index b21cda76..8b5978ea 100644 --- a/Studio/Content/Material Library/porcelain.shader +++ b/Studio/Content/Material Library/porcelain.shader @@ -156,7 +156,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = fresnelLayer( normal, vec3( material_ior ), glossy_weight, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( porcelain_color, 1.0), alpha ); + color = fresnelLayer( normal, vec3( material_ior ), glossy_weight, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, layers[0].base * vec4( porcelain_color.rgb, 1.0), alpha ); return color; } diff --git a/Studio/Content/Material Library/powder_coat.shader b/Studio/Content/Material Library/powder_coat.shader index e5c55ae5..c26fa044 100644 --- a/Studio/Content/Material Library/powder_coat.shader +++ b/Studio/Content/Material Library/powder_coat.shader @@ -185,14 +185,14 @@ vec3 computeNormal() void computeTemporaries() { - ftmp0 = vec3( reflectivity ); - tmpShadowTerm = evalBakedShadowMap( texCoord0 ); + ftmp0 = vec3( reflectivity ); + tmpShadowTerm = evalBakedShadowMap( texCoord0 ); } vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( diffuse_weight, vec4( powdercoat_diffuse_color, 1.0).rgb, layers[1].layer, layers[1].base, alpha ); + color = weightedLayer( diffuse_weight, powdercoat_diffuse_color.rgb, layers[1].layer, layers[1].base, alpha ); color = fresnelLayer( normal, vec3( material_ior ), glossy_weight, vec4( ftmp0, 1.0).rgb, layers[0].layer, color, color.a ); return color; } diff --git a/Studio/Content/Material Library/powder_coat_emissive.shader b/Studio/Content/Material Library/powder_coat_emissive.shader index 4470c960..40560793 100644 --- a/Studio/Content/Material Library/powder_coat_emissive.shader +++ b/Studio/Content/Material Library/powder_coat_emissive.shader @@ -110,7 +110,7 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( ( 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*emission_color )*intensity ) ) ) ); + return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( ( 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 * emission_color.rgb ) * intensity ) ) ) ); } void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor ) @@ -227,7 +227,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( diffuse_weight, vec4( powdercoat_diffuse_color, 1.0).rgb, layers[1].layer, layers[1].base, alpha ); + color = weightedLayer( diffuse_weight, powdercoat_diffuse_color.rgb, layers[1].layer, layers[1].base, alpha ); color = fresnelLayer( normal, vec3( material_ior ), glossy_weight, vec4( ftmp0, 1.0).rgb, layers[0].layer, color, color.a ); return color; } diff --git a/Studio/Content/Material Library/rubber_studded_black.shader b/Studio/Content/Material Library/rubber_studded_black.shader index b6173812..a2af7d0d 100644 --- a/Studio/Content/Material Library/rubber_studded_black.shader +++ b/Studio/Content/Material Library/rubber_studded_black.shader @@ -183,15 +183,15 @@ vec3 computeNormal() 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 ); + 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( 1.000000, vec4( base_color, 1.0).rgb, layers[1].layer, layers[1].base, alpha ); - color = fresnelLayer( tmp4, vec3( material_ior ), glossy_weight, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, color, color.a ); + 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; } diff --git a/Studio/Content/Material Library/rubber_studded_emissive.shader b/Studio/Content/Material Library/rubber_studded_emissive.shader index ff4526ae..de45c938 100644 --- a/Studio/Content/Material Library/rubber_studded_emissive.shader +++ b/Studio/Content/Material Library/rubber_studded_emissive.shader @@ -109,7 +109,7 @@ bool evalTwoSided() vec3 computeFrontMaterialEmissive() { - return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*( 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 ) ) ) ) ) ); + 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 ) @@ -209,7 +209,7 @@ void computeTemporaries() vec4 computeLayerWeights( in float alpha ) { vec4 color; - color = weightedLayer( 1.000000, vec4( base_color, 1.0).rgb, layers[1].layer, layers[1].base, alpha ); + 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; } diff --git a/Studio/Content/Material Library/simple_glass.shader b/Studio/Content/Material Library/simple_glass.shader index bf3b75c6..09aa2c9b 100644 --- a/Studio/Content/Material Library/simple_glass.shader +++ b/Studio/Content/Material Library/simple_glass.shader @@ -173,7 +173,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 { vec4 rgba = color; float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color )/-1.000000 ); + 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; diff --git a/Studio/Content/Material Library/thin_glass_frosted.shader b/Studio/Content/Material Library/thin_glass_frosted.shader index d1719431..b66c4cd9 100644 --- a/Studio/Content/Material Library/thin_glass_frosted.shader +++ b/Studio/Content/Material Library/thin_glass_frosted.shader @@ -258,7 +258,7 @@ vec3 getRefractUV( in vec2 baseUV, in vec3 normal, in float materialIOR, in floa vec4 doFakeInnerLight( in vec3 normal, in vec3 absorb_color ) { - vec3 lightColor = intLightCol * intLightBrt; + vec3 lightColor = intLightCol.rgb * intLightBrt; float cosRot = cos(intLightRot * 0.01745329251); float sinRot = sin(intLightRot * 0.01745329251); @@ -284,7 +284,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 { vec4 rgba = color; float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color ) * -1.000000 ); + 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; @@ -300,7 +300,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 vec3 refractColor = refractValue.a * refractValue.rgb + (1.0 - refractValue.a) * value.rgb; refractColor = refractColor * (vec3(1.0) - absorb_color); - vec4 internalColor = doFakeInnerLight( normal, glass_color ); + vec4 internalColor = doFakeInnerLight( normal, glass_color.rgb ); refractColor += internalColor.rgb * internalColor.a; rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0); diff --git a/Studio/Content/Material Library/thin_glass_frosted_sp.shader b/Studio/Content/Material Library/thin_glass_frosted_sp.shader index d6a20ecd..6619ec2d 100644 --- a/Studio/Content/Material Library/thin_glass_frosted_sp.shader +++ b/Studio/Content/Material Library/thin_glass_frosted_sp.shader @@ -216,7 +216,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 { vec4 rgba = color; float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color )/-1.000000 ); + 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; diff --git a/Studio/Content/Material Library/thin_glass_refractive.shader b/Studio/Content/Material Library/thin_glass_refractive.shader index 958faf0c..16cf172d 100644 --- a/Studio/Content/Material Library/thin_glass_refractive.shader +++ b/Studio/Content/Material Library/thin_glass_refractive.shader @@ -175,7 +175,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 { vec4 rgba = color; float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color )/-1.000000 ); + 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; |