HDR: WS30 basic terrain shader
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2 changed files with 169 additions and 0 deletions
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@ -1874,4 +1874,103 @@
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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</depth>
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<stencil>
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<function>always</function>
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<value>9</value>
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<pass>replace</pass>
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</stencil>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<!-- texture unit 0 direct from VPBBuilder.cxx -->
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<cull-face>back</cull-face>
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<program>
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<vertex-shader>Shaders/HDR/terrain_default.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/ws30.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer_pack.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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</program>
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<uniform>
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<name>landclass</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>atlas</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>perlin</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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</PropertyList>
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70
Shaders/HDR/ws30.frag
Normal file
70
Shaders/HDR/ws30.frag
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@ -0,0 +1,70 @@
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#version 330 core
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in vec3 vN;
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in vec2 texcoord;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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uniform sampler2D perlin;
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// Passed from VPBTechnique, not the Effect
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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uniform bool fg_photoScenery;
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uniform vec4 fg_dimensionsArray[128];
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uniform vec4 fg_ambientArray[128];
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uniform vec4 fg_diffuseArray[128];
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uniform vec4 fg_specularArray[128];
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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const float TERRAIN_METALLIC = 0.0;
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const float TERRAIN_ROUGHNESS = 0.95;
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// gbuffer_pack.glsl
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void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
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float occlusion, vec3 emissive, uint mat_id);
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// color.glsl
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vec3 eotf_inverse_sRGB(vec3 srgb);
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void main()
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{
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vec3 texel;
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vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
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if (fg_photoScenery) {
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texel = texture(landclass, vec2(texcoord.s, 1.0 - texcoord.t)).rgb;
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} else {
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, texcoord).g * 255.0 + 0.5);
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uint tex1 = uint(fg_textureLookup1[lc].r * 255.0 + 0.5);
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//color = ambientArray[lc] + diffuseArray[lc] * NdotL * gl_LightSource[0].diffuse;
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specular = fg_specularArray[lc];
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// Different textures have different have different dimensions.
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vec2 atlas_dimensions = fg_dimensionsArray[lc].st;
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vec2 atlas_scale = vec2(fg_tileWidth / atlas_dimensions.s, fg_tileHeight / atlas_dimensions.t );
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vec2 st = atlas_scale * texcoord;
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// Rotate texture using the perlin texture as a mask to reduce tiling
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if (step(0.5, texture(perlin, atlas_scale * texcoord / 8.0).r) == 1.0) {
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st = vec2(atlas_scale.s * texcoord.t, atlas_scale.t * texcoord);
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}
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if (step(0.5, texture(perlin, - atlas_scale * texcoord / 16.0).r) == 1.0) {
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st = -st;
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}
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texel = texture(atlas, vec3(st, tex1)).rgb;
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}
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vec3 color = eotf_inverse_sRGB(texel);
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gbuffer_pack(vN, color, TERRAIN_METALLIC, TERRAIN_ROUGHNESS, 1.0, vec3(0.0), 3u);
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}
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