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