@export ecgl.realistic.vertex @import ecgl.common.transformUniforms @import ecgl.common.uv.header @import ecgl.common.attributes @import ecgl.common.wireframe.vertexHeader #ifdef VERTEX_COLOR attribute vec4 a_Color : COLOR; varying vec4 v_Color; #endif #ifdef NORMALMAP_ENABLED attribute vec4 tangent : TANGENT; varying vec3 v_Tangent; varying vec3 v_Bitangent; #endif @import ecgl.common.vertexAnimation.header varying vec3 v_Normal; varying vec3 v_WorldPosition; void main() { @import ecgl.common.uv.main @import ecgl.common.vertexAnimation.main gl_Position = worldViewProjection * vec4(pos, 1.0); v_Normal = normalize((worldInverseTranspose * vec4(norm, 0.0)).xyz); v_WorldPosition = (world * vec4(pos, 1.0)).xyz; #ifdef VERTEX_COLOR v_Color = a_Color; #endif #ifdef NORMALMAP_ENABLED v_Tangent = normalize((worldInverseTranspose * vec4(tangent.xyz, 0.0)).xyz); v_Bitangent = normalize(cross(v_Normal, v_Tangent) * tangent.w); #endif @import ecgl.common.wireframe.vertexMain } @end @export ecgl.realistic.fragment #define LAYER_DIFFUSEMAP_COUNT 0 #define LAYER_EMISSIVEMAP_COUNT 0 #define PI 3.14159265358979 #define ROUGHNESS_CHANEL 0 #define METALNESS_CHANEL 1 #define NORMAL_UP_AXIS 1 #define NORMAL_FRONT_AXIS 2 #ifdef VERTEX_COLOR varying vec4 v_Color; #endif @import ecgl.common.uv.fragmentHeader varying vec3 v_Normal; varying vec3 v_WorldPosition; // diffuseMap, bumpMap use v_Texcoord uniform sampler2D diffuseMap; // detailMap, metalnessMap, roughnessMap, normalMap use v_DetailTexcoord. uniform sampler2D detailMap; uniform sampler2D metalnessMap; uniform sampler2D roughnessMap; @import ecgl.common.layers.header uniform float emissionIntensity: 1.0; uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; uniform float metalness : 0.0; uniform float roughness : 0.5; uniform mat4 viewInverse : VIEWINVERSE; #ifdef ATMOSPHERE_ENABLED uniform mat4 viewTranspose: VIEWTRANSPOSE; uniform vec3 glowColor; uniform float glowPower; #endif #ifdef AMBIENT_LIGHT_COUNT @import clay.header.ambient_light #endif #ifdef AMBIENT_SH_LIGHT_COUNT @import clay.header.ambient_sh_light #endif #ifdef AMBIENT_CUBEMAP_LIGHT_COUNT @import clay.header.ambient_cubemap_light #endif #ifdef DIRECTIONAL_LIGHT_COUNT @import clay.header.directional_light #endif @import ecgl.common.normalMap.fragmentHeader @import ecgl.common.ssaoMap.header @import ecgl.common.bumpMap.header @import clay.util.srgb @import clay.util.rgbm @import ecgl.common.wireframe.fragmentHeader @import clay.plugin.compute_shadow_map // Fresnel vec3 F_Schlick(float ndv, vec3 spec) { return spec + (1.0 - spec) * pow(1.0 - ndv, 5.0); } float D_Phong(float g, float ndh) { // from black ops 2 float a = pow(8192.0, g); return (a + 2.0) / 8.0 * pow(ndh, a); } void main() { vec4 albedoColor = color; vec3 eyePos = viewInverse[3].xyz; vec3 V = normalize(eyePos - v_WorldPosition); #ifdef VERTEX_COLOR // PENDING #ifdef SRGB_DECODE albedoColor *= sRGBToLinear(v_Color); #else albedoColor *= v_Color; #endif #endif @import ecgl.common.albedo.main @import ecgl.common.diffuseLayer.main albedoColor *= albedoTexel; float m = metalness; #ifdef METALNESSMAP_ENABLED float m2 = texture2D(metalnessMap, v_DetailTexcoord)[METALNESS_CHANEL]; // Adjust the brightness m = clamp(m2 + (m - 0.5) * 2.0, 0.0, 1.0); #endif vec3 baseColor = albedoColor.rgb; albedoColor.rgb = baseColor * (1.0 - m); vec3 specFactor = mix(vec3(0.04), baseColor, m); float g = 1.0 - roughness; #ifdef ROUGHNESSMAP_ENABLED float g2 = 1.0 - texture2D(roughnessMap, v_DetailTexcoord)[ROUGHNESS_CHANEL]; // Adjust the brightness g = clamp(g2 + (g - 0.5) * 2.0, 0.0, 1.0); #endif vec3 N = v_Normal; #ifdef DOUBLE_SIDED if (dot(N, V) < 0.0) { N = -N; } #endif float ambientFactor = 1.0; #ifdef BUMPMAP_ENABLED N = bumpNormal(v_WorldPosition, v_Normal, N); // PENDING ambientFactor = dot(v_Normal, N); #endif @import ecgl.common.normalMap.fragmentMain vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]); vec3 diffuseTerm = vec3(0.0); vec3 specularTerm = vec3(0.0); float ndv = clamp(dot(N, V), 0.0, 1.0); vec3 fresnelTerm = F_Schlick(ndv, specFactor); @import ecgl.common.ssaoMap.main #ifdef AMBIENT_LIGHT_COUNT for(int _idx_ = 0; _idx_ < AMBIENT_LIGHT_COUNT; _idx_++) {{ // Multiply a dot factor to make sure the bump detail can be seen // in the dark side diffuseTerm += ambientLightColor[_idx_] * ambientFactor * ao; }} #endif #ifdef AMBIENT_SH_LIGHT_COUNT for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++) {{ diffuseTerm += calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_] * ao; }} #endif #ifdef DIRECTIONAL_LIGHT_COUNT #if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT) float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT]; if(shadowEnabled) { computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir); } #endif for(int _idx_ = 0; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++) {{ vec3 L = -directionalLightDirection[_idx_]; vec3 lc = directionalLightColor[_idx_]; vec3 H = normalize(L + V); float ndl = clamp(dot(N, normalize(L)), 0.0, 1.0); float ndh = clamp(dot(N, H), 0.0, 1.0); float shadowContrib = 1.0; #if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT) if (shadowEnabled) { shadowContrib = shadowContribsDir[_idx_]; } #endif vec3 li = lc * ndl * shadowContrib; diffuseTerm += li; specularTerm += li * fresnelTerm * D_Phong(g, ndh); }} #endif #ifdef AMBIENT_CUBEMAP_LIGHT_COUNT vec3 L = reflect(-V, N); L = vec3(L.x, L[NORMAL_UP_AXIS], L[NORMAL_FRONT_AXIS]); float rough2 = clamp(1.0 - g, 0.0, 1.0); // FIXME fixed maxMipmapLevel ? float bias2 = rough2 * 5.0; // One brdf lookup is enough vec2 brdfParam2 = texture2D(ambientCubemapLightBRDFLookup[0], vec2(rough2, ndv)).xy; vec3 envWeight2 = specFactor * brdfParam2.x + brdfParam2.y; vec3 envTexel2; for(int _idx_ = 0; _idx_ < AMBIENT_CUBEMAP_LIGHT_COUNT; _idx_++) {{ envTexel2 = RGBMDecode(textureCubeLodEXT(ambientCubemapLightCubemap[_idx_], L, bias2), 8.12); // TODO mix ? specularTerm += ambientCubemapLightColor[_idx_] * envTexel2 * envWeight2 * ao; }} #endif gl_FragColor.rgb = albedoColor.rgb * diffuseTerm + specularTerm; gl_FragColor.a = albedoColor.a; #ifdef ATMOSPHERE_ENABLED float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower); gl_FragColor.rgb += glowColor * atmoIntensity; #endif #ifdef SRGB_ENCODE gl_FragColor = linearTosRGB(gl_FragColor); #endif @import ecgl.common.emissiveLayer.main @import ecgl.common.wireframe.fragmentMain } @end