#version 120 const bool advancedProcedurals = #{{level:extreme}}; const bool parallax = #{{level:extreme}}; const bool sss = #{{level:extreme}}; const bool pbrLight = #{{level:high}}; const bool simpleProcedurals = #{{level:high}}; const bool advancedAmbience = #{{level:high}}; const bool normalMapping = #{{level:medium}}; const bool simpleAmbience = #{{level:medium}}; const bool selfIllumination = #{{level:medium}}; const int nLightCount = 2; const float pi = 3.14159265358; const float tau = 6.28318530716; // constants for emissive lights and starlight intensity const float lightIntensity = 2.0; uniform sampler2D model, detail; uniform samplerCube skybox; uniform vec3 colors[nLightCount]; uniform float lightRadius[nLightCount]; uniform vec4 ownerColor; // complimentary triad color harmony, should in theory always generate an appealing theme. vec3 colorLightsWindows = ownerColor.rgb * 0.7 + 0.3; vec3 colorLightsPrimary = vec3(ownerColor.brg) * 0.7 + 0.3; vec3 colorLightsSecondary = vec3(ownerColor.gbr) * 0.7 + 0.3; varying float vertMask; varying vec3 normal; varying vec3 npos; varying vec2 uv, uv2; varying vec4 pos; uniform float mineBuild; varying vec3 light[nLightCount]; // parallax scale, bias and steps const float rayScale = 0.001; const int rSteps = 5; vec3 toLinear(vec3 x) { return pow(x, vec3(2.2)); } vec3 toGamma(vec3 x) { return pow(x, vec3(0.45)); } // pow alternatives float square(float x) { return x*x; } vec2 square(vec2 x) { return x*x; } vec3 square(vec3 x) { return x*x; } vec4 square(vec4 x) { return x*x; } float pow5(float x) { float y = x*x; return y*y*x; } // speculer term part 1 float D_GGX(float HdotN, float Roughness) { float m = Roughness * Roughness; float m2 = m * m; float denominator = HdotN * HdotN * (m2 - 1.0) + 1.0; float D = m2 /( pi * denominator * denominator); return D; } // specular term part 2 float V_SchlickforGGX(float Roughness, float NdotV, float NdotL) { float k = Roughness * Roughness * 0.5f; float G1V = NdotV * (1.0 - k) + k; float G1L = NdotL * (1.0 - k) + k; return 0.25f / (G1V * G1L); } // fresnel for specular term vec3 Fresnel(vec3 substance, vec3 l, vec3 h) { return max(vec3(0.0), substance + (substance - 1.0) * pow(1.0 - max(0.0,(dot(l, h))), 5.0)); } // fresnel for ambient light vec3 Fresnel2(vec3 substance, float dotProduct, float roughness) { return substance + (1.0 - substance) * pow((1.0 - dotProduct), 5.0) / (6.0 - 5.0 * roughness); } // diffuse term float OrenNayerforDiffuseOnly(float roughness, float NdotL, float NdotV) { float O = 0.62 - pow(1.0-NdotL * clamp(1.0-NdotV/2.0, 0.0,1.0), pi) * 0.62; O = mix(O, NdotL, roughness); return O; } float deriveZ(vec2 n) { return sqrt(abs(1.0 - n.x * n.x - n.y * n.y)); } vec3 dp1Calc(vec3 p) { return dFdx(p); } vec3 dp2Calc(vec3 p) { return dFdy(p); } vec4 duv1Calc(vec4 uv) { return dFdx(uv); } vec4 duv2Calc(vec4 uv) { return dFdy(uv); } void main() { vec4 uvR = vec4(uv, uv2); vec3 v = normalize(npos); vec3 n = normalize(normal); vec3 albedo = vec3(0.38, 0.2, 0.58); vec3 substance = vec3(0.0); // essentially an rgb specular color extracted from the albedo through metalness float metalness = 0.0; // dielectric or metallic surface float orgRoughness = 0.0; // specular/reflection sharpness float cavity = 0.5; // hard multiplier mat3 TBNA = mat3(0.0); mat3 TBNB = mat3(0.0); // results vec3 color = vec3(0.0); vec3 lights = vec3(0.0); vec4 surfSampB = texture2D(model, uvR.zw); vec4 subSampB = texture2D(detail, uvR.zw * vec2(1.0, 6.0)); vec4 surfSampA = texture2D(model, uvR.xy); vec4 subSampA = texture2D(detail, uvR.xy * vec2(1.0, 6.0)); vec3 NdotV = vec3(max(0.0, dot(n, v)), 0.0, 0.0); if (normalMapping){ // Normal and tangent setup vec3 dp1 = dp1Calc(-v); vec3 dp2 = dp2Calc(-v); vec4 duv1 = duv1Calc(uvR); vec4 duv2 = duv2Calc(uvR); // solve the linear system vec3 dp2perp = cross(dp2, n); vec3 dp1perp = cross(n, dp1); vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x; vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y; // construct a scale-invariant frame float invmax = pow(max(dot(tangent, tangent), dot(binormal, binormal)), -0.5); TBNA = mat3(tangent * invmax, binormal * invmax, n); tangent = dp2perp * duv1.z + dp1perp * duv2.z; binormal = dp2perp * duv1.w + dp1perp * duv2.w; // construct a scale-invariant frame invmax = pow(max(dot(tangent, tangent), dot(binormal, binormal)), -0.5); TBNB = mat3(tangent * invmax, binormal * invmax, n); uvR *= vec4(1.0, 6.0, 1.0, 6.0); if(parallax){ float fDet = dot(dp1, dp2perp); vec2 vProjVScr = (1.0/fDet) * vec2(dot(dp2perp, v), dot(dp1perp, v)); vec4 vProjVTex = (duv1 * vProjVScr.x + duv2 * vProjVScr.y); float p = 0.0; for (int i = 0; i < rSteps; i++) { p -=(subSampA.a * rayScale); float vProjVTexZ = NdotV.x * p; uvR.xy += (vProjVTex.xy * vProjVTexZ); subSampA += texture2D(detail, uvR.xy, i); } subSampA /= float(rSteps) + 1.0; p = 0.0; vec3 vB; for (int i = 0; i < rSteps; i++) { p -=(subSampB.a * rayScale); float vProjVTexZ = NdotV.x * p; uvR.zw += (vProjVTex.zw * vProjVTexZ); subSampB += texture2D(detail, uvR.zw, i); } subSampB /= float(rSteps) + 1.0; } } vec2 surfSamp = mix(surfSampA.zw, surfSampB.zw, vertMask); vec2 subSamp = mix(subSampA.zw, subSampB.zw, vertMask); vec4 nS = vec4(n, 0.0); vec4 nSS = nS; vec3 SSScolor = albedo; if (normalMapping){ nS = vec4(surfSampA.xy, surfSampB.xy); nS *= nS *(3.0 - 2.0 * nS); nS *= 2.0; nS -=1.0; nSS = vec4(subSampA.xy, subSampB.xy) * 2.0; nSS -=1.0; nSS *= 0.5; nS.xyz = mix(normalize(TBNA * normalize(vec3(nS.xy, deriveZ(nS.xy)))), normalize(TBNB * normalize(vec3(nS.zw, deriveZ(nS.zw)))), vertMask); nSS.xyz = mix(normalize(TBNA * normalize(vec3(nSS.xy, deriveZ(nSS.xy)))), normalize(TBNB * normalize(vec3(nSS.zw, deriveZ(nSS.zw)))), vertMask); albedo = toLinear(min(vec3(1.0), (albedo + albedo * surfSamp.g + subSamp.r * albedo + surfSamp.g * 0.25) * surfSamp.g)); SSScolor = albedo + surfSamp.g * albedo; orgRoughness = (1.0 - surfSamp.g) * 0.1 + 0.1; NdotV.z = max(0.0, dot(nSS.xyz, v)); nSS.xyz = mix(nSS.xyz, nS.xyz, NdotV.z); } vec3 r = normalize(reflect(-v, nS.xyz)); metalness = clamp(1.0 - surfSamp.g * surfSamp.r, 0.0, 1.0); substance = (0.04 - 0.04 * metalness) + albedo * metalness; albedo -= substance; NdotV.xy = max(vec2(0.0), vec2(dot(nSS.xyz, v), dot(nS.xyz, v))); vec3 ambientFresnel = Fresnel2(substance, NdotV.y ,orgRoughness); if (advancedAmbience){ color += square((textureCube(skybox, r, sqrt(orgRoughness) * 4.0).rgb) + 0.024) * ambientFresnel; // ambient light color += square(textureCube(skybox, nS.xyz, 4.0).rgb + 0.024) * albedo * (1.0 - ambientFresnel); } else if (simpleAmbience){ // Ambient reflections with fix mip and n instead of refect color += square(textureCube(skybox, r, 3.0).rgb * ambientFresnel); // Ambient light - average color of skybox squared color += vec3(0.006724, 0.014884, 0.067081) * albedo * (1.0 - ambientFresnel); } else{ // Ambient color += vec3(0.006724, 0.014884, 0.067081) * (ambientFresnel + albedo * (1.0 - ambientFresnel)); } vec3 test = vec3(0.0); if (pbrLight){ for (int i = 0; i < nLightCount; i++) { float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o( // rest is world space vec3 L = normalize(light[i] / distance); vec2 NdotL = max(vec2(0.0), vec2(dot(nSS.xyz, L) + 1.0, dot(nS.xyz, L))); float sqrLightRadius = square(lightRadius[i]); float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L)))); // note the square to kill hard spec in deep space! // also note I never do the Oren-Nayer diffuse calculation float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * distance + gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL.y; // note no attenuation check, to not kill the sss and to allow the spec to overshoot its tail vec3 VplusL = L + v; vec3 halfVec = normalize(VplusL); float HdotV = max(0.0, dot(halfVec, v)); vec2 HdotN = max(vec2(0.0), vec2(dot(halfVec, nS.xyz), dot(halfVec, nSS.xyz))); vec3 F = Fresnel(substance, L, halfVec); float D = max(0.0, D_GGX(HdotN.x, orgRoughness)); float V = max(0.0, V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV.y, NdotL.y)); float inscatter = pow(clamp(dot(L, -v), 0.0, 1.0), 12.0) * mix(3.0, .1, (1.0 - subSamp.g) * 0.5 + 0.5); float normalContribution = clamp(HdotN.y * subSamp.g + 1.0 - subSamp.r, 0.0, 1.0); float backscatter = surfSamp.r * (normalContribution / tau); float SSS = mix(backscatter, 1.0, inscatter) * NdotL.x; color += (((F * V * D) + albedo * NdotL.y * (1.0 - F)) * attenuation + SSScolor * SSS) * gl_LightSource[i].diffuse.rgb; } // note, no hard cavity multiplier } // this light model is pretty loose in terms of what it does, design focus to match // the pbr in terms of visibility and overall feel for a fraction of the price else{ for (int i = 0; i < nLightCount; i++) { float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o( // rest is world space vec3 L = normalize(light[i] / distance); vec2 NdotL = max(vec2(0.0), vec2(dot(nSS.xyz, L) + 1.0, dot(nS.xyz, L))); float sqrLightRadius = square(lightRadius[i]); float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L)))); // note the square to kill hard spec in deep space! // also note I never do the Oren-Nayer diffuse calculation float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * distance + gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL.y; vec3 VplusL = L + v; vec3 halfVec = normalize(VplusL); vec2 HdotN = max(vec2(0.0), vec2(dot(halfVec, nS.xyz), dot(halfVec, nSS.xyz))); vec3 S = Fresnel2(substance, HdotN.x ,orgRoughness); float inscatter = pow(clamp(dot(L, -v), 0.0, 1.0), 12.0) * mix(3.0, .1, (1.0 - subSamp.g) * 0.5 + 0.5); float normalContribution = clamp(HdotN.y * subSamp.g + 1.0 - subSamp.r, 0.0, 1.0); float backscatter = surfSamp.r * (normalContribution / tau); float SSS = mix(backscatter, 1.0, inscatter) * NdotL.x; color += ((pow(S * HdotN.x, vec3(orgRoughness + 5.0)) + albedo * NdotL.y) * attenuation + SSScolor * SSS) * gl_LightSource[i].diffuse.rgb; } } gl_FragColor.rgb = toGamma(clamp(color, vec3(0.0), vec3(1.0))); gl_FragColor.a = 1.0; }