#version 120 const int nLightCount = 2; const float pi = 3.14159265358; uniform sampler2D diffuse, masks, normals; uniform samplerCube skybox; //uniform vec4 ownerColor; //uniform vec3 glowColor; //uniform float thrust; //uniform float camDist; uniform float life; varying vec3 normal; varying vec3 npos; varying vec2 uv; uniform mat3 invView; vec3 light[nLightCount]; float dist[nLightCount]; 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; } // Schlick GGX approximation 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); } // 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; } vec3 Fresnel(vec3 substance, vec3 l, vec3 h) { return substance + (1.0 - substance) * pow(1.0 - clamp((dot(l, h)), 0.0, 1.0), 5.0); } vec3 Fresnel2(vec3 substance, float dotProduct, float roughness) { return substance + (1.0 - substance) * pow((1.0 - dotProduct), 5.0) / (6.0 - 5.0 * roughness); } float RoughToSPow(float fRoughness) { return (2.0 / (fRoughness * fRoughness)) - 2.0; } const float k0 = 0.00098f, k1 = 0.9921f; const float g_fMaxT = (exp2(-10.0 / sqrt((2.0 / (0.0014f * 0.0014f)) - 2.0)) - 0.00098f) / 0.9921f; float GetSpecPowToMip(float fSpecPow, int nMips) { float fSmulMaxT = (exp2( -10.0 / sqrt(fSpecPow)) - k0) / k1; return float(nMips - 1) * (1.0 - clamp(fSmulMaxT / g_fMaxT, 0.0, 1.0 )); } // screen-space cotangent derivative mat3 cotangent_frame(vec3 N, vec3 p, vec2 uv) { vec4 dpduv1 = dFdx(vec4(p.xy, uv)); vec4 dpduv2 = dFdy(vec4(p.xy, uv)); // solve the linear system vec3 dp2perp = cross(vec3(dpduv2.xy, 0.0), N); vec3 dp1perp = cross(N, vec3(dpduv1.xy, 0.0)); vec3 T = dp2perp * dpduv1.z + dp1perp * dpduv2.z; vec3 B = dp2perp * dpduv1.w + dp1perp * dpduv2.w; // construct a scale-invariant frame float invmax = pow(max(dot(T, T), dot(B, B)), -0.5); return mat3(T * invmax, B * invmax, N); } void main() { vec4 diffuse = texture2D(diffuse, uv.xy, -10.0);// discard will screw up if mipmapping if (diffuse.a < 1.0f) { discard; } vec4 normSamp = texture2D(normals, uv.xy); vec4 maskSamp = texture2D(masks, uv.xy); float transparency = clamp((clamp(diffuse.w,0.25, 0.5) - 0.25), 0.0, 0.25) * 4 + 0.25; float metalness = maskSamp.b; float ao = normSamp.a; vec3 normMap = normSamp.xyz * 2.0 - 1.0; // Roughness setup float orgRoughness = maskSamp.r; // Albedo setup vec3 albedo = diffuse.rgb; mat3 TBN = cotangent_frame(normal, -npos, uv.xy); vec3 n = normalize(TBN * normMap); vec3 v = normalize(npos); vec3 r = normalize(reflect(-v, n)); // Substance setup and Albedo adjust vec3 substance = clamp((0.04 - 0.04 * metalness) + albedo * metalness,0.0, 1.0); albedo -= substance; // Light model specials setup float NdotV = clamp(dot(n, v), 0.0, 1.0); vec3 color = vec3(0.0); // Ambient reflections vec3 reflectionFresnel = Fresnel2(substance,NdotV,orgRoughness); color += textureCube(skybox, r,8.0 - (8.0*(1.0-orgRoughness))).rgb * reflectionFresnel; // Ambient light color += textureCube(skybox, n, 7.0).rgb * albedo * (1.0 - reflectionFresnel); for (int i = 0; i < nLightCount; i++) { light[i] = gl_LightSource[i].position.xyz + npos; dist[i] = length(light[i]); light[i] = light[i] / dist[i]; // fakes disc like light up close to a star. float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i])); float NdotL = clamp(dot(n,light[i]),0.0, 1.0); float intensity = falloff * NdotL;// * clamp(dot(normal, light[i]), 0.0, 1.0); vec3 L=light[i]; L = normalize(L); vec3 VplusL = L + v; vec3 halfVec = normalize(VplusL); float HdotN = clamp(dot(halfVec,n), 0.0, 1.0); vec3 F = Fresnel(substance, L, halfVec); float D = clamp(D_GGX(HdotN, orgRoughness), 0.0, 1.0); float V = clamp(V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV, NdotL), 0.0, 1.0); float O = OrenNayerforDiffuseOnly(orgRoughness, NdotL, NdotV); color += (D * V * F + O * albedo + max(vec3(0.0),1.0 - (1.0 + F))) * pi * gl_LightSource[i].diffuse.rgb * intensity; } float fadeCurve = clamp(1.0 - pow(life, 0.33) + 0.5, 0.0, 1.0) * (1.0 - maskSamp.g); gl_FragColor.rgb = color + mix(vec3(0.69, 0.231, 0.027), vec3(1.0, 0.969, 0.6), fadeCurve) * fadeCurve * 6.0; gl_FragColor.a = 1.0; }