khanat-client/assets/decors/terrains/demo/terrain.shader
2020-03-29 13:29:57 +02:00

114 lines
3.5 KiB
GLSL

shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform sampler2D texture_grass_2 : hint_albedo;
uniform sampler2D texture_albedo_2 : hint_albedo;
uniform sampler2D texture_albedo_hsv : hint_white;
uniform sampler2D texture_albedo_mix : hint_black;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_roughness : hint_white;
uniform vec4 roughness_texture_channel;
uniform sampler2D texture_normal : hint_normal;
uniform float normal_scale : hint_range(-16,16);
uniform sampler2D texture_ambient_occlusion : hint_white;
uniform vec4 ao_texture_channel;
uniform float ao_light_affect;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform vec3 hsv;
uniform float grass_level = 1.0;
varying vec2 base_uv;
varying vec2 rotated_uv;
varying vec2 rotated_uv_mask;
vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
{
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
vec2(cos(rotation),sin(rotation))
);
uv -= pivot;
uv= uv*rotation_matrix;
uv += pivot;
return uv;
}
vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) {
float sine = sin(rotation);
float cosine = cos(rotation);
uv -= pivot;
uv.x = uv.x * cosine - uv.y * sine;
uv.y = uv.x * sine + uv.y * cosine;
uv += pivot;
return uv;
}
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void vertex() {
base_uv=UV*uv1_scale.xy+uv1_offset.xy;
rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (VERTEX.x));
rotated_uv = base_uv;
rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (VERTEX.x));
rotated_uv_mask = UV;
}
void fragment() {
// vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,rotated_uv);
vec4 grass_2_tex = texture(texture_grass_2,rotated_uv);
vec4 albedo_2_tex = texture(texture_albedo_2,rotated_uv);
vec4 albedo_hsv_tex = texture(texture_albedo_hsv,rotated_uv_mask);
vec4 albedo_mix_tex = texture(texture_albedo_mix,rotated_uv_mask);
ALBEDO = albedo.rgb * albedo_tex.rgb;
// ALBEDO = mix( ALBEDO, grass_2_tex.rgb, 0.5 );
vec3 hsv_albedo = rgb2hsv(ALBEDO);
vec3 hsv_mask = rgb2hsv( albedo_hsv_tex.rgb );
hsv_albedo.x = hsv_mask.x;
hsv_albedo.y = hsv_mask.y;
hsv_albedo.z *= hsv_mask.z;
ALBEDO = hsv2rgb( hsv_albedo );
ALBEDO = mix( ALBEDO, albedo_2_tex.rgb, min( 1.0, max(-1.0, albedo_mix_tex.r-grass_level)) );
METALLIC = metallic;
float roughness_tex = dot(texture(texture_roughness,rotated_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
NORMALMAP = texture(texture_normal,rotated_uv).rgb;
NORMALMAP_DEPTH = normal_scale;
AO = dot(texture(texture_ambient_occlusion,rotated_uv),ao_texture_channel);
AO_LIGHT_AFFECT = ao_light_affect;
}