diff options
Diffstat (limited to 'libs/preview_nif/data/shaders/sk_multilayer.frag')
| -rw-r--r-- | libs/preview_nif/data/shaders/sk_multilayer.frag | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/libs/preview_nif/data/shaders/sk_multilayer.frag b/libs/preview_nif/data/shaders/sk_multilayer.frag new file mode 100644 index 0000000..fc4afdb --- /dev/null +++ b/libs/preview_nif/data/shaders/sk_multilayer.frag @@ -0,0 +1,216 @@ +#version 120 + +uniform sampler2D BaseMap; +uniform sampler2D NormalMap; +uniform sampler2D LightMask; +uniform sampler2D BacklightMap; +uniform sampler2D InnerMap; +uniform sampler2D EnvironmentMap; +uniform samplerCube CubeMap; + +uniform vec3 specColor; +uniform float specStrength; +uniform float specGlossiness; + +uniform vec3 glowColor; +uniform float glowMult; + +uniform float alpha; + +uniform vec2 uvScale; +uniform vec2 uvOffset; + +uniform bool hasEmit; +uniform bool hasSoftlight; +uniform bool hasBacklight; +uniform bool hasRimlight; +uniform bool hasCubeMap; +uniform bool hasEnvMask; + +uniform float softlight; +uniform float rimPower; + +uniform vec2 innerScale; +uniform float innerThickness; +uniform float outerRefraction; +uniform float outerReflection; + +uniform mat4 modelViewMatrixInverse; +uniform mat4 worldMatrix; + +varying vec2 TexCoord; +varying vec3 LightDir; +varying vec3 ViewDir; + +varying vec4 A; +varying vec4 C; +varying vec4 D; + +varying vec3 N; +varying vec3 t; +varying vec3 b; + + +vec3 tonemap(vec3 x) +{ + float _A = 0.15; + float _B = 0.50; + float _C = 0.10; + float _D = 0.20; + float _E = 0.02; + float _F = 0.30; + + return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F; +} + +vec3 toGrayscale(vec3 color) +{ + return vec3(dot(vec3(0.3, 0.59, 0.11), color)); +} + +// Compute inner layer�s texture coordinate and transmission depth +// vTexCoord: Outer layer�s texture coordinate +// vInnerScale: Tiling of inner texture +// vViewTS: View vector in tangent space +// vNormalTS: Normal in tangent space (sampled normal map) +// fLayerThickness: Distance from outer layer to inner layer +vec3 ParallaxOffsetAndDepth( vec2 vTexCoord, vec2 vInnerScale, vec3 vViewTS, vec3 vNormalTS, float fLayerThickness ) +{ + // Tangent space reflection vector + vec3 vReflectionTS = reflect( -vViewTS, vNormalTS ); + // Tangent space transmission vector (reflect about surface plane) + vec3 vTransTS = vec3( vReflectionTS.xy, -vReflectionTS.z ); + + // Distance along transmission vector to intersect inner layer + float fTransDist = fLayerThickness / abs(vTransTS.z); + + // Texel size + // Bethesda's version does indeed seem to assume 1024, which is why they + // introduced the additional parameter. + vec2 vTexelSize = vec2( 1.0/(1024.0 * vInnerScale.x), 1.0/(1024.0 * vInnerScale.y) ); + + // Inner layer�s texture coordinate due to parallax + vec2 vOffset = vTexelSize * fTransDist * vTransTS.xy; + vec2 vOffsetTexCoord = vTexCoord + vOffset; + + // Return offset texture coordinate in xy and transmission dist in z + return vec3( vOffsetTexCoord, fTransDist ); +} + +void main( void ) +{ + vec2 offset = TexCoord * uvScale + uvOffset; + + vec4 baseMap = texture2D( BaseMap, offset ); + vec4 normalMap = texture2D( NormalMap, offset ); + + vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0); + + // Sample the non-parallax offset alpha channel of the inner map + // Used to modulate the innerThickness + float innerMapAlpha = texture2D( InnerMap, offset ).a; + + + vec3 L = normalize(LightDir); + vec3 E = normalize(ViewDir); + vec3 R = reflect(-L, normal); + vec3 H = normalize( L + E ); + + float NdotL = max( dot(normal, L), 0.0 ); + float NdotH = max( dot(normal, H), 0.0 ); + float EdotN = max( dot(normal, E), 0.0 ); + float NdotNegL = max( dot(normal, -L), 0.0 ); + + + // Mix between the face normal and the normal map based on the refraction scale + vec3 mixedNormal = mix( vec3(0.0, 0.0, 1.0), normal, clamp( outerRefraction, 0.0, 1.0 ) ); + vec3 parallax = ParallaxOffsetAndDepth( offset, innerScale, E, mixedNormal, innerThickness * innerMapAlpha ); + + // Sample the inner map at the offset coords + vec4 innerMap = texture2D( InnerMap, parallax.xy * innerScale ); + + vec3 reflected = reflect( -E, normal ); + vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z; + vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) ); + + + vec4 color; + vec3 albedo; + vec3 diffuse = A.rgb + (D.rgb * NdotL); + vec3 inner = innerMap.rgb * C.rgb; + vec3 outer = baseMap.rgb * C.rgb; + + + // Mix inner/outer layer based on fresnel + float outerMix = max( 1.0 - EdotN, baseMap.a ); + albedo = mix( inner, outer, outerMix ); + + + // Environment + if ( hasCubeMap ) { + vec4 cube = textureCube( CubeMap, reflectedWS ); + cube.rgb *= outerReflection; + + if ( hasEnvMask ) { + vec4 env = texture2D( EnvironmentMap, offset ); + cube.rgb *= env.r; + } else { + cube.rgb *= normalMap.a; + } + + albedo += cube.rgb; + } + + // Specular + vec3 spec = clamp( specColor * specStrength * normalMap.a * pow(NdotH, specGlossiness), 0.0, 1.0 ); + spec *= D.rgb; + + // Emissive + // Mixed with outer map + vec3 emissive = vec3(0.0); + if ( hasEmit ) { + emissive += glowColor * glowMult; + } + + // Backlight + // Mixed with inner and outer map + vec3 backlight = vec3(0.0); + if ( hasBacklight ) { + backlight = texture2D( BacklightMap, offset ).rgb; + backlight *= NdotNegL; + + emissive += backlight * D.rgb; + } + + // TODO: Test rim and soft light mixing with inner/outer layer + + vec4 mask = vec4(0.0); + if ( hasRimlight || hasSoftlight ) { + mask = texture2D( LightMask, offset ); + } + + vec3 rim = vec3(0.0); + if ( hasRimlight ) { + rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(rimPower)); + rim *= smoothstep( -0.2, 1.0, dot(-L, E) ); + + emissive += rim * D.rgb; + } + + vec3 soft = vec3(0.0); + if ( hasSoftlight ) { + float wrap = (dot(normal, L) + softlight) / (1.0 + softlight); + + soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL ); + soft *= sqrt( clamp( softlight, 0.0, 1.0 ) ); + + emissive += soft * D.rgb; + } + + color.rgb = albedo * (diffuse + emissive) + spec; + color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) ); + color.a = C.a * baseMap.a; + + gl_FragColor = color; + gl_FragColor.a *= alpha; +} |
