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-rw-r--r--examples/studio3d/SampleProject/materials/simple_glass.material197
1 files changed, 0 insertions, 197 deletions
diff --git a/examples/studio3d/SampleProject/materials/simple_glass.material b/examples/studio3d/SampleProject/materials/simple_glass.material
deleted file mode 100644
index a6b4ee09..00000000
--- a/examples/studio3d/SampleProject/materials/simple_glass.material
+++ /dev/null
@@ -1,197 +0,0 @@
-<Material name="simple_glass" 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="Enable Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/>
- <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/>
- <Property formalName="Minimum Opacity" name="uMinOpacity" description="Minimum opacity of the material" type="Float" default="0.5" 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" hidden="True" 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 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;
-};
-
-
-// temporary declarations
-vec3 ftmp0;
- vec4 tmpShadowTerm;
-
-layer_result layers[1];
-
-#include "SSAOCustomMaterial.glsllib"
-#include "sampleLight.glsllib"
-#include "sampleProbe.glsllib"
-#include "sampleArea.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 "fresnelLayer.glsllib"
-#include "refraction.glsllib"
-
-bool evalTwoSided()
-{
- return( true );
-}
-
-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, 0.000000, 0.000000, 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, 0.000000, 0.000000 );
-
-#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, 0.000000, 0.000000, scatter_reflect_transmit );
-
-#else
- layers[0].base += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 );
-
-#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( true ? 1.0 : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) );
-}
-
-float evalCutout()
-{
- return( 1.000000 );
-}
-
-vec3 computeNormal()
-{
- return( normal );
-}
-
-void computeTemporaries()
-{
- 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 )/-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 = mix(vec3(1.0) - absorb_color, rgba.rgb * (vec3(1.0) - absorb_color), ratio);
- rgba.a = mix(uMinOpacity, alpha, ratio);
- return rgba;
-}
-
- </FragmentShader>
- </Shader>
- </Shaders>
-<Passes >
- <ShaderKey value="36"/>
- <LayerKey count="1"/>
- <Pass >
- <Blending source="SrcAlpha" dest="OneMinusSrcAlpha"/>
- <RenderState name="CullFace"/>
- </Pass>
-</Passes>
-</Material>