#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; // constants for emissive lights and starlight intensity const float emissiveIntensity = 5.0; const float lightIntensity = 2.0; uniform sampler2D normalMap, emissive; 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 vec3 normal; varying vec3 npos, vertMask; varying vec2 uv; varying vec4 pos; uniform float mineBuild; varying vec3 light[nLightCount]; // parallax scale, bias and steps const vec2 scaleBias = vec2(0.005, 0.0035); 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); } vec2 duv1Calc(vec2 uv) { return dFdx(uv); } vec2 duv2Calc(vec2 uv) { return dFdy(uv); } void main() { if((1.0 - mineBuild) + (1.0 - vertMask.g) < 1.0) discard; vec2 uvP = uv; vec3 v = normalize(npos); vec3 n = normalize(normal); vec3 r = n; float NdotV = max(0.0, dot(n, v)); vec3 albedo = vec3(0.0); // pure color of a surface 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 float aoDetail = 1.0; // detail occluder for lights float aoModel = 1.0; // large scale usually pr model baked occluder mat3 TBN = mat3(0.0); // results vec3 color = vec3(0.0); vec3 lights = vec3(0.0); if (normalMapping){ // Normal and tangent setup vec3 dp1 = dp1Calc(-v); vec3 dp2 = dp2Calc(-v); vec2 duv1 = duv1Calc(uvP); vec2 duv2 = duv2Calc(uvP); // solve the linear system vec3 dp2perp = cross(dp2, normal); vec3 dp1perp = cross(normal, 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); TBN = mat3(tangent * invmax, binormal * invmax, normal); if(parallax){ float p = (texture2D(normalMap, uvP).a * scaleBias.r - scaleBias.g); float fDet = dot(dp1, dp2perp); vec2 vProjVScr = (1.0/fDet) * vec2(dot(dp2perp, v), dot(dp1perp, v)); vec2 vProjVTex = (duv1.xy * vProjVScr.x + duv2.xy * vProjVScr.y); float vProjVTexZ = NdotV * p; uvP += (vProjVTex.xy * vProjVTexZ); } } //inputs vec4 texSamp2 = texture2D(normalMap, uvP); vec4 texSamp3 = vec4(vec3(0.0), 1.0); if (selfIllumination){ texSamp3 = square(texture2D(emissive, clamp(uv.xy * vec2(0.5, 1.0), vec2(0.0125, 0.025), vec2(0.4875, 0.975)))); texSamp3 = mix(vec4(0.0,0.0,0.0,1.0), texSamp3, vertMask.r * mineBuild); texSamp3.rgb *= 8.0; // way to faint texture bake correction } orgRoughness = square(texSamp2.a * 0.33 + 0.66); aoDetail = min(1.0, texSamp2.b + 0.5); albedo = vec3((texSamp2.b + texSamp2.a) * 0.5); albedo = toLinear(min(vec3(1.0), (mix(colors[0], colors[1], albedo) * 0.25 + 0.25)) + texSamp2.b * 0.25); if (normalMapping){ //calculate blue channel from x and y of normal map texSamp2.xy *= 2.0; texSamp2.xy -= 1.0; texSamp2.xy = texSamp2.yx; vec3 normMap = normalize(vec3(texSamp2.xy, deriveZ(texSamp2.xy))); n = normalize(TBN * normMap); NdotV = max(0.0, dot(n, v)); } r = normalize(reflect(-v, n)); metalness = (1.0 - (orgRoughness * texSamp2.b)) * 0.25; substance = (0.04 - 0.04 * metalness) + albedo * metalness; vec3 ambientFresnel = Fresnel2(substance, NdotV ,orgRoughness); if (advancedAmbience){ color += square((textureCube(skybox, r, sqrt(orgRoughness) * 4.0).rgb) + 0.024) * ambientFresnel; // ambient light color += square(textureCube(skybox, n.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)); } if (selfIllumination){ // self illuminate for primary, secondary, windows and engines are added. lights = texSamp3.r * colorLightsPrimary; lights += texSamp3.g * colorLightsSecondary; lights += texSamp3.b * colorLightsWindows; // Self-illumination fake pbr calculations. vec3 emissiveFresnel = mix((1.0 - NdotV) * substance, albedo, pow5(orgRoughness)); lights *= emissiveFresnel * aoDetail; } aoModel = max(0.25, (1.0 - ((1.0 - texSamp3.a) * mineBuild)) * aoDetail); 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); float NdotL = max(0.0, dot(n.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! float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * distance + gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL; if (attenuation >0.0){ vec3 VplusL = L + v; vec3 halfVec = normalize(VplusL); float HdotN = max(0.0, dot(halfVec,n)); vec3 F = Fresnel(substance, L, halfVec); float D = max(0.0, D_GGX(HdotN, orgRoughness)); float V = max(0.0, V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV, NdotL)); float O = OrenNayerforDiffuseOnly(orgRoughness, NdotL, NdotV); color += ((D * V * F) + (1.0 - F) * O * albedo) * gl_LightSource[i].diffuse.rgb * attenuation; } } // hard cavity multiplier color *= (texSamp2.b + 1.0); } // 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); float NdotL = max(0.0, dot(n.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! float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * distance + gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL; vec3 VplusL = L + v; vec3 halfVec = normalize(VplusL); float HdotN = max(0.0, dot(halfVec, n)); vec3 S = Fresnel2(substance, HdotN ,orgRoughness); // albedo * (texSamp2.b * 0.5) to sorta hack albedo into a classical diffuse texture color += (albedo * (texSamp2.b * 0.5) + pow(S * HdotN, vec3(orgRoughness + 5.0))) * gl_LightSource[i].diffuse.rgb * attenuation; } } color *= aoModel; color += lights * emissiveIntensity; gl_FragColor.rgb = toGamma(clamp(color, vec3(0.0), vec3(1.0))); gl_FragColor.a = 1.0; }