// add structure defines
#define UIC_ENABLE_UV0 1
#define UIC_ENABLE_WORLD_POSITION 1
#define UIC_ENABLE_TEXTAN 1
#define UIC_ENABLE_BINORMAL 1
#include "vertexFragmentBase.glsllib"
// add temporary declarations
void main(void)
{
gl_Position = vertexMain();
}
// 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 gamma_default 0
#define gamma_linear 1
#define gamma_srgb 2
#define scatter_reflect 0
#define scatter_transmit 1
#define scatter_reflect_transmit 2
#define UIC_ENABLE_UV0 1
#define UIC_ENABLE_WORLD_POSITION 1
#define UIC_ENABLE_TEXTAN 1
#define UIC_ENABLE_BINORMAL 1
#include "vertexFragmentBase.glsllib"
// set shader output
out vec4 fragColor;
// add structure defines
struct layer_result
{
vec4 base;
vec4 layer;
mat3 tanFrame;
};
struct texture_coordinate_info
{
vec3 position;
vec3 tangent_u;
vec3 tangent_v;
};
struct texture_return
{
vec3 tint;
float mono;
};
// temporary declarations
texture_coordinate_info tmp3;
vec3 tmp6;
vec3 ftmp0;
vec3 ftmp1;
layer_result layers[2];
#include "SSAOCustomMaterial.glsllib"
#include "sampleLight.glsllib"
#include "sampleProbe.glsllib"
#include "sampleArea.glsllib"
#include "luminance.glsllib"
#include "monoChannel.glsllib"
#include "fileBumpTexture.glsllib"
#include "transformCoordinate.glsllib"
#include "rotationTranslationScale.glsllib"
#include "textureCoordinateInfo.glsllib"
#include "square.glsllib"
#include "calculateRoughness.glsllib"
#include "evalEnvironmentMap.glsllib"
#include "physGlossyBSDF.glsllib"
#include "simpleGlossyBSDF.glsllib"
#include "fileTexture.glsllib"
#include "weightedLayer.glsllib"
#include "diffuseReflectionBSDF.glsllib"
#include "fresnelLayer.glsllib"
bool evalTwoSided()
{
return( false );
}
vec3 computeFrontMaterialEmissive()
{
return( vec3( 0, 0, 0 ) );
}
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if UIC_ENABLE_CG_LIGHTING
layers[0].layer += kggxGlossyBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
layers[1].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f );
layers[1].layer += diffuseReflectionBSDF( tmp6, lightDir, lightDiffuse, 0.000000 );
#endif
}
void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
{
#if UIC_ENABLE_CG_LIGHTING
layers[0].layer += lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness );
layers[1].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f );
layers[1].layer += lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx );
#endif
}
void computeFrontLayerEnvironment( in vec3 normal, float aoFactor )
{
#if !UIC_ENABLE_LIGHT_PROBE
layers[0].layer += simpleGlossyBSDFEnvironment( layers[0].tanFrame, roughness, roughness, scatter_reflect );
layers[1].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f );
layers[1].layer += diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor;
#else
layers[0].layer += sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
layers[1].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f );
layers[1].layer += sampleDiffuse( layers[1].tanFrame ) * aoFactor;
#endif
}
vec3 computeBackMaterialEmissive()
{
return( vec3(0, 0, 0) );
}
void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if UIC_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 UIC_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, float aoFactor )
{
#if !UIC_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 ? 1.0f : luminance( vec3( 1, 1, 1 ) ) );
}
float evalCutout()
{
return( 1.000000 );
}
vec3 computeNormal()
{
return( normal );
}
void computeTemporaries()
{
tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
tmp6 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
ftmp0 = fileTexture(bump_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
ftmp1 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint;
}
vec4 computeLayerWeights( in float alpha )
{
vec4 color;
color = weightedLayer( 1.000000, vec4( ftmp1, 1.0).rgb, layers[1].layer, layers[1].base, alpha );
color = fresnelLayer( tmp6, vec3( material_ior ), 1.000000, vec4( ftmp0, 1.0).rgb, layers[0].layer, color, color.a );
return color;
}
void main(void)
{
initializeBaseFragmentVariables();
computeTemporaries();
normal = normalize( computeNormal() );
// 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( mat3( tangent, cross(tmp6, tangent), tmp6 ) );
layers[1].base = vec4(0.0, 0.0, 0.0, 1.0);
layers[1].layer = vec4(0.0, 0.0, 0.0, 1.0);
layers[1].tanFrame = orthoNormalize( mat3( tangent, cross(tmp6, tangent), tmp6 ) );
float alpha = clamp( evalCutout(), 0.0, 1.0 );
#include "customMaterialFragBodyAO.glsllib"
fragColor = rgba;
}