From a3f004f4ec67583cfd7085474bf8b240118a1f11 Mon Sep 17 00:00:00 2001 From: Emilian Huminiuc Date: Sat, 31 Mar 2012 22:18:43 +0300 Subject: [PATCH] Simple conversion of ubershader for Rembrandt, as ubersahader-gbuffer.frag Make model-combined-gbuffer use it Signed-off-by: Emilian Huminiuc --- Effects/model-combined-deferred.eff | 7 +- Shaders/ubershader-gbuffer.frag | 182 ++++++++++++++++++++++++++++ 2 files changed, 187 insertions(+), 2 deletions(-) create mode 100644 Shaders/ubershader-gbuffer.frag diff --git a/Effects/model-combined-deferred.eff b/Effects/model-combined-deferred.eff index db206c140..afe26e7e8 100644 --- a/Effects/model-combined-deferred.eff +++ b/Effects/model-combined-deferred.eff @@ -49,9 +49,12 @@ the objects that use it, and replaces it with the default shader. ambient-and-diffuse + back - Shaders/deferred-gbuffer.vert - Shaders/deferred-gbuffer.frag + Shaders/ubershader.vert + Shaders/ubershader-gbuffer.frag + diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag new file mode 100644 index 000000000..489fc2d7d --- /dev/null +++ b/Shaders/ubershader-gbuffer.frag @@ -0,0 +1,182 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Authors: Frederic Bouvier and Gijs de Rooy +// with major additions and revisions by +// Emilian Huminiuc and Vivian Meazza 2011 + +varying vec3 rawpos; +varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 VBinormal; +varying vec3 vViewVec; +varying vec3 reflVec; + +varying float alpha; + +uniform samplerCube Environment; +uniform sampler2D BaseTex; +uniform sampler2D NormalTex; +uniform sampler2D LightMapTex; +uniform sampler2D ReflMapTex; +uniform sampler2D ReflFresnelTex; +uniform sampler2D ReflRainbowTex; +uniform sampler3D ReflNoiseTex; + +uniform int nmap_enabled; +uniform int nmap_dds; +uniform int nmap_tile; +uniform int refl_enabled; +uniform int refl_map; +uniform int lightmap_enabled; +uniform int lightmap_multi; +uniform int shader_qual; +uniform int dirt_enabled; +uniform int dirt_multi; + +uniform float lightmap_r_factor; +uniform float lightmap_g_factor; +uniform float lightmap_b_factor; +uniform float lightmap_a_factor; +uniform float refl_correction; +uniform float refl_fresnel; +uniform float refl_rainbow; +uniform float refl_noise; +uniform float amb_correction; +uniform float dirt_r_factor; +uniform float dirt_g_factor; +uniform float dirt_b_factor; + +uniform vec3 lightmap_r_color; +uniform vec3 lightmap_g_color; +uniform vec3 lightmap_b_color; +uniform vec3 lightmap_a_color; + +uniform vec3 dirt_r_color; +uniform vec3 dirt_g_color; +uniform vec3 dirt_b_color; + +//uniform vec4 fg_SunAmbientColor; + +///fog include////////////////////// +uniform int fogType; +vec3 fog_Func(vec3 color, int type); +//////////////////////////////////// + +void main (void) +{ + vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); + vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile); + vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st); + vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz); + vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st); + + vec3 mixedcolor; + vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient + //vec3 ambient = fg_SunAmbientColor.rgb; + vec3 N; + vec3 dotN; + float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) ); + float pf; + +///BEGIN bump + if (nmap_enabled > 0 && shader_qual > 2){ + N = nmap.rgb * 2.0 - 1.0; + N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); + if (nmap_dds > 0) + N = -N; + } else { + N = normalize(VNormal); + } + vec2 eyeN = (N.xy + vec2(1.0,1.0))*0.5; +///END bump + vec4 reflection = textureCube(Environment, reflVec * N); + vec3 viewVec = normalize(vViewVec); + float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color + vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0)); + vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0)); + vec4 color = gl_Color + gl_FrontMaterial.diffuse; + float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 )); + +//////////////////////////////////////////////////////////////////// +//BEGIN reflect +//////////////////////////////////////////////////////////////////// + if (refl_enabled > 0 && shader_qual > 1){ + float reflFactor; + float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset + if(refl_map > 0){ + // map the shininess of the object with user input + reflFactor = reflmap.a + transparency_offset; + } else if (nmap_enabled > 0) { + // set the reflectivity proportional to shininess with user input + reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset; + } else { + reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset; + } + reflFactor = clamp(reflFactor, 0.0, 1.0); + + // add fringing fresnel and rainbow effects and modulate by reflection + vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v); + vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); + vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); + vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); + mixedcolor = mix(texel, raincolor, reflFactor).rgb; + } else { + mixedcolor = texel.rgb; + } + ///////////////////////////////////////////////////////////////////// + //END reflect + ///////////////////////////////////////////////////////////////////// + + ////////////////////////////////////////////////////////////////////// + //begin DIRT + ////////////////////////////////////////////////////////////////////// + if (dirt_enabled > 0.0){ + float dirtFactorR = reflmap.r * dirt_r_factor; + dirtFactorR = smoothstep(0.0, 1.0, dirtFactorR); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, dirtFactorR); + if (dirt_multi > 0) { + float dirtFactorG = reflmap.g * dirt_g_factor; + float dirtFactorB = reflmap.b * dirt_b_factor; + dirtFactorG = smoothstep(0.0, 1.0, dirtFactorG); + dirtFactorB = smoothstep(0.0, 1.0, dirtFactorB); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, dirtFactorG); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, dirtFactorB); + } + } + ////////////////////////////////////////////////////////////////////// + //END Dirt + ////////////////////////////////////////////////////////////////////// + + + // set ambient adjustment to remove bluiness with user input + float ambient_offset = clamp(amb_correction, -1.0, 1.0); + vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * ambient_offset; + ambient_Correction = clamp(ambient_Correction, -1.0, 1.0); + + color.a = texel.a * alpha; + //vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a); + vec4 fragColor = vec4(color.rgb * mixedcolor, color.a); + +////////////////////////////////////////////////////////////////////// +// BEGIN lightmap +////////////////////////////////////////////////////////////////////// + if ( lightmap_enabled >= 1 ) { + vec3 lightmapcolor; + if (lightmap_multi >0 ){ + lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r + + lightmap_g_color * lightmap_g_factor * lightmapTexel.g + + lightmap_b_color * lightmap_b_factor * lightmapTexel.b + + lightmap_a_color * lightmap_a_factor * lightmapTexel.a ; + } else { + lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor; + } + fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); + } +////////////////////////////////////////////////////////////////////// +// END lightmap +///////////////////////////////////////////////////////////////////// + + gl_FragData[0]=vec4(eyeN, 0.0, 1.0); + gl_FragData[1]=vec4(fragColor.rgb,1.0/255.0); + gl_FragData[2]=vec4(specular, gl_FrontMaterial.shininess/255.0, emission, 1.0); +} \ No newline at end of file