// add structure defines #define UIC_ENABLE_UV0 1 #define UIC_ENABLE_WORLD_POSITION 1 #define UIC_ENABLE_TEXTAN 1 #define UIC_ENABLE_BINORMAL 0 #include "vertexFragmentBase.glsllib" // add temporary declarations void main(void) { gl_Position = vertexMain(); } // add enum defines #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 0 #include "vertexFragmentBase.glsllib" // set shader output out vec4 fragColor; // add structure defines struct layer_result { vec4 base; vec4 layer; mat3 tanFrame; }; // temporary declarations layer_result layers[1]; #include "SSAOCustomMaterial.glsllib" #include "sampleLight.glsllib" #include "sampleProbe.glsllib" #include "sampleArea.glsllib" #include "square.glsllib" #include "calculateRoughness.glsllib" #include "evalEnvironmentMap.glsllib" #include "luminance.glsllib" #include "physGlossyBSDF.glsllib" #include "simpleGlossyBSDF.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].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f ); layers[0].layer += kggxGlossyBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect ); #endif } void computeFrontAreaColor( in mat3 lightFrame, vec3 lightPos, in float width, in float height, in vec4 lightDiffuse, in vec4 lightSpecular ) { #if UIC_ENABLE_CG_LIGHTING layers[0].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f ); layers[0].layer += lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightFrame, lightPos, width, height, viewDir, roughness, roughness ); #endif } void computeFrontLayerEnvironment( in vec3 normal, float aoFactor ) { #if !UIC_ENABLE_LIGHT_PROBE layers[0].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f ); layers[0].layer += simpleGlossyBSDFEnvironment( layers[0].tanFrame, roughness, roughness, scatter_reflect ); #else layers[0].base += vec4( 0.0f, 0.0f, 0.0f, 1.0f ); layers[0].layer += sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness ); #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 mat3 lightFrame, vec3 lightPos, in float width, in float height, 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() { } vec4 computeLayerWeights( in float alpha ) { vec4 color; color = fresnelLayer( normal, vec3( 25.65, 25.65, 25.65 ), 1.000000, vec4( metal_color, 1.0).rgb, layers[0].layer, layers[0].base, alpha ); 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(normal, tangent), normal ) ); float alpha = clamp( evalCutout(), 0.0, 1.0 ); #include "customMaterialFragBodyAO.glsllib" fragColor = rgba; }