141 lines
3.5 KiB
GLSL
141 lines
3.5 KiB
GLSL
//------------------------------------------------------------------------------
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// Material parameters
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//------------------------------------------------------------------------------
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// Decide if we can skip lighting when dot(n, l) <= 0.0
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#if defined(SHADING_MODEL_CLOTH)
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#if !defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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#define MATERIAL_CAN_SKIP_LIGHTING
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#endif
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#elif defined(SHADING_MODEL_SUBSURFACE)
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// Cannot skip lighting
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#else
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#define MATERIAL_CAN_SKIP_LIGHTING
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#endif
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// These variables should be in a struct but some GPU drivers ignore the
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// precision qualifier on individual struct members
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HIGHP mat3 shading_tangentToWorld; // TBN matrix
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HIGHP vec3 shading_position; // position of the fragment in world space
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vec3 shading_view; // normalized vector from the fragment to the eye
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vec3 shading_normal; // normalized normal, in world space
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vec3 shading_reflected; // reflection of view about normal
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float shading_NoV; // dot(normal, view), always strictly > 0
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#if defined(MATERIAL_HAS_CLEAR_COAT)
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vec3 shading_clearCoatNormal; // normalized clear coat layer normal, in world space
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#endif
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/** @public-api */
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HIGHP mat3 getWorldTangentFrame() {
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return shading_tangentToWorld;
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}
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/** @public-api */
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HIGHP vec3 getWorldPosition() {
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return shading_position;
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}
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/** @public-api */
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vec3 getWorldViewVector() {
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return shading_view;
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}
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/** @public-api */
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vec3 getWorldNormalVector() {
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return shading_normal;
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}
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/** @public-api */
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vec3 getWorldReflectedVector() {
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return shading_reflected;
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}
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/** @public-api */
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float getNdotV() {
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return shading_NoV;
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}
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struct MaterialInputs {
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vec4 baseColor;
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#if !defined(SHADING_MODEL_UNLIT)
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float roughness;
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#if !defined(SHADING_MODEL_CLOTH)
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float metallic;
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float reflectance;
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#endif
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float ambientOcclusion;
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#endif
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vec4 emissive;
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float clearCoat;
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float clearCoatRoughness;
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float anisotropy;
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vec3 anisotropyDirection;
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#if defined(SHADING_MODEL_SUBSURFACE)
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float thickness;
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float subsurfacePower;
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vec3 subsurfaceColor;
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#endif
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#if defined(SHADING_MODEL_CLOTH)
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vec3 sheenColor;
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#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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vec3 subsurfaceColor;
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#endif
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#endif
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#if defined(MATERIAL_HAS_NORMAL)
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vec3 normal;
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
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vec3 clearCoatNormal;
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#endif
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};
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void initMaterial(out MaterialInputs material) {
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material.baseColor = vec4(1.0);
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#if !defined(SHADING_MODEL_UNLIT)
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material.roughness = 1.0;
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#if !defined(SHADING_MODEL_CLOTH)
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material.metallic = 0.0;
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material.reflectance = 0.5;
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#endif
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material.ambientOcclusion = 1.0;
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#endif
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material.emissive = vec4(0.0);
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#if defined(MATERIAL_HAS_CLEAR_COAT)
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material.clearCoat = 1.0;
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material.clearCoatRoughness = 0.0;
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#endif
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#if defined(MATERIAL_HAS_ANISOTROPY)
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material.anisotropy = 0.0;
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material.anisotropyDirection = vec3(1.0, 0.0, 0.0);
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#endif
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#if defined(SHADING_MODEL_SUBSURFACE)
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material.thickness = 0.5;
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material.subsurfacePower = 12.234;
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material.subsurfaceColor = vec3(1.0);
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#endif
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#if defined(SHADING_MODEL_CLOTH)
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material.sheenColor = sqrt(material.baseColor.rgb);
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#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
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material.subsurfaceColor = vec3(0.0);
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#endif
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#endif
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#if defined(MATERIAL_HAS_NORMAL)
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material.normal = vec3(0.0, 0.0, 1.0);
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
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material.clearCoatNormal = vec3(0.0, 0.0, 1.0);
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#endif
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}
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