// 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 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;
vec3 ftmp1;
vec3 ftmp2;
vec4 tmpShadowTerm;
layer_result layers[1];
#include "SSAOCustomMaterial.glsllib"
#include "sampleLight.glsllib"
#include "sampleProbe.glsllib"
#include "sampleArea.glsllib"
#include "square.glsllib"
#include "cube.glsllib"
#include "random255.glsllib"
#include "perlinNoise.glsllib"
#include "perlinNoiseBumpTexture.glsllib"
#include "luminance.glsllib"
#include "monoChannel.glsllib"
#include "fileBumpTexture.glsllib"
#include "transformCoordinate.glsllib"
#include "rotationTranslationScale.glsllib"
#include "coordinateSource.glsllib"
#include "calculateRoughness.glsllib"
#include "evalBakedShadowMap.glsllib"
#include "evalEnvironmentMap.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()
{
if ( glass_bfactor > 0.0 )
{
ftmp2 = fileBumpTexture(glass_bump, glass_bfactor, mono_average, tmp0, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
if (!glass_binside) { normal = ftmp2; }
}
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 ), refractCoords ), coordinateSource(texture_coordinate_world, 0 ) );
//ftmp1 = perlinNoiseBumpTexture( tmp0, refractScale, 1.000000, false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.0, 0.5, 1.000000, viewDir );
tmp0 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
tmp1 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), bumpCoords ), coordinateSource(texture_coordinate_world, 0 ) );
ftmp1 = viewDir;
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 ) );
}
vec3 getRefractUV( in vec2 baseUV, in vec3 normal, in float materialIOR, in float refractDepth )
{
// Real honest-to-goodness refraction!
vec3 refractedDir = refract( -viewDir, normal, 1.0 / materialIOR );
float thickness = refractDepth / clamp( dot(viewDir, normal), 0.0001, 1.0 );
// This will do an "AA" version of that loss due to critical angle and TIR
// fakes the same effect than using the glsl refract.
float weight = smoothstep( 0.0, 1.0, abs(dot(viewDir, normal)) * 100.0 );
// Trace out the refracted ray and the straight view ray
refractedDir *= thickness;
vec3 rawDir = -viewDir * thickness;
vec3 displace = refractedDir - rawDir;
vec3 newUV = vec3(baseUV + displace.xy, weight);
return newUV;
}
vec4 doFakeInnerLight( in vec3 normal, in vec3 absorb_color )
{
vec3 lightColor = intLightCol * intLightBrt;
float cosRot = cos(intLightRot * 0.01745329251);
float sinRot = sin(intLightRot * 0.01745329251);
vec2 uvDir = vec2(sinRot, cosRot);
vec2 dvec = texCoord0.xy - intLightPos;
float dist = dot( dvec, uvDir );
float fallRate = log2( max( abs(intLightFall), 1.01 ) );
vec3 fallCol = exp2( -abs(dist) * fallRate / absorb_color );
vec3 projDir = (tangent * uvDir.x + binormal * uvDir.y) * dist * intLightFall - surfNormal * refract_depth;
projDir = normalize(projDir);
vec4 retVal = vec4(lightColor * fallCol, 1.0);
retVal *= abs(dot( projDir, -ftmp2 ));
retVal.a = pow( retVal.a, uFresnelPower );
retVal.a *= clamp( intLightBrt * exp2(-dist * fallRate), 0.0, 1.0 );
return retVal;
}
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 *= (vec3(1.0) - absorb_color);
vec2 texSize = vec2( textureSize( refractiveTexture, 0 ) );
vec3 newUV = vec3((gl_FragCoord.xy * 0.5) / texSize, 0.0);
vec4 value = texture( refractiveTexture, newUV.xy );
newUV = getRefractUV( newUV.xy, normal, materialIOR, 0.01 * refract_depth );
vec4 refractValue = texture( refractiveTexture, newUV.xy );
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 );
refractColor += internalColor.rgb * internalColor.a;
rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0);
return rgba;
}
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 1
vec3 texCoord0;
void main()
{
// This is a bit silly, but the thing is that a buffer blit takes place on this
// pass, and if you do a buffer blit on a pass that outputs to lower-resolution,
// it only blits a smaller portion of the backbuffer that occupies that number of
// pixels. So we need a dummy no-op pass that is full-res in order to blit everything.
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 1
vec3 texCoord0;
uniform sampler2D OriginBuffer;
void main()
{
vec2 texSize = vec2( textureSize( OriginBuffer, 0 ) );
texSize = vec2(1.0) / texSize;
texCoord0.z = 0.0;
texCoord0.xy = vec2(gl_FragCoord.xy * 2.0 * texSize);
float wtSum = 0.0;
vec4 totSum = vec4(0.0);
for (int ix = -1; ix <= 1; ++ix)
{
for (int iy = -1; iy <= 1; ++iy)
{
float wt = float(ix*ix + iy*iy) * 4.0;
wt = exp2( -wt );
vec2 texOfs = vec2(ix, iy) * texSize;
totSum += wt * texture( OriginBuffer, texCoord0.xy + texOfs );
wtSum += wt;
}
}
totSum /= wtSum;
gl_FragColor = totSum;
// No close paren because the generator adds it for us.
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 1
vec3 texCoord0;
uniform sampler2D BlurBuffer;
void main()
{
vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) );
texSize = vec2(1.0) / texSize;
texCoord0.z = 0.0;
texCoord0.xy = vec2(gl_FragCoord.xy * texSize);
float sigma = clamp(blur_size * 0.5, 0.5, 100.0);
int smpCount = int(ceil( sigma ));
vec4 value = texture(BlurBuffer, texCoord0.xy);
float wtsum = 1.0;
for (int i = 1; i <= smpCount; ++i)
{
// Base 2 Gaussian blur
float wt = float(i) / (sigma * 0.5);
wt = exp2( -wt*wt );
vec2 texOfs = vec2(i, 0) * texSize;
value += wt * texture(BlurBuffer, texCoord0.xy+texOfs);
value += wt * texture(BlurBuffer, texCoord0.xy-texOfs);
wtsum += wt * 2.0;
}
gl_FragColor = value / wtsum;
gl_FragColor.a = 1.0;
// No close paren because the generator adds it for us.
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 1
vec3 texCoord0;
uniform sampler2D BlurBuffer;
uniform sampler2D OriginBuffer;
void main()
{
vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) );
texSize = vec2(1.0) / texSize;
texCoord0.z = 0.0;
texCoord0.xy = vec2(gl_FragCoord.xy * texSize);
float sigma = clamp(blur_size * 0.5, 0.5, 100.0);
int smpCount = int(ceil( sigma ));
vec4 value = texture(BlurBuffer, texCoord0.xy);
float wtsum = 1.0;
for (int i = 1; i <= smpCount; ++i)
{
// Base 2 Gaussian blur
float wt = float(i) / (sigma * 0.5);
wt = exp2( -wt*wt );
vec2 texOfs = vec2(0, i) * texSize;
vec4 posValue = texture(BlurBuffer, texCoord0.xy+texOfs);
vec4 negValue = texture(BlurBuffer, texCoord0.xy-texOfs);
posValue = posValue.a * posValue + (1.0 - posValue.a) * texture(OriginBuffer, texCoord0.xy+texOfs);
negValue = negValue.a * negValue + (1.0 - negValue.a) * texture(OriginBuffer, texCoord0.xy-texOfs);
value += wt * posValue;
value += wt * negValue;
wtsum += wt * 2.0;
}
gl_FragColor = (value / wtsum);
gl_FragColor.a = 1.0;
// No close paren because the generator adds it for us.