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#version 120
#extension GL_ARB_shader_texture_lod : require
uniform sampler2D BaseMap;
uniform sampler2D NormalMap;
uniform sampler2D GlowMap;
uniform sampler2D BacklightMap;
uniform sampler2D SpecularMap;
uniform sampler2D GreyscaleMap;
uniform sampler2D EnvironmentMap;
uniform samplerCube CubeMap;
uniform vec3 specColor;
uniform float specStrength;
uniform float specGlossiness; // "Smoothness" in FO4; 0-1
uniform float fresnelPower;
uniform float paletteScale;
uniform vec3 glowColor;
uniform float glowMult;
uniform float alpha;
uniform vec3 tintColor;
uniform vec2 uvScale;
uniform vec2 uvOffset;
uniform bool hasEmit;
uniform bool hasGlowMap;
uniform bool hasSoftlight;
uniform bool hasBacklight;
uniform bool hasRimlight;
uniform bool hasTintColor;
uniform bool hasCubeMap;
uniform bool hasEnvMask;
uniform bool hasSpecularMap;
uniform bool greyscaleColor;
uniform bool doubleSided;
uniform float subsurfaceRolloff;
uniform float rimPower;
uniform float backlightPower;
uniform float envReflection;
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;
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0 + FLT_EPSILON != 1.0
float OrenNayar( vec3 L, vec3 V, vec3 N, float roughness, float NdotL )
{
//float NdotL = dot(N, L);
float NdotV = dot(N, V);
float LdotV = dot(L, V);
float rough2 = roughness * roughness;
float A = 1.0 - 0.5 * (rough2 / (rough2 + 0.57));
float B = 0.45 * (rough2 / (rough2 + 0.09));
float a = min( NdotV, NdotL );
float b = max( NdotV, NdotL );
b = (sign(b) == 0.0) ? FLT_EPSILON : sign(b) * max( 0.01, abs(b) ); // For fudging the smoothness of C
float C = sqrt( (1.0 - a * a) * (1.0 - b * b) ) / b;
float gamma = LdotV - NdotL * NdotV;
float L1 = A + B * max( gamma, FLT_EPSILON ) * C;
return L1 * max( NdotL, FLT_EPSILON );
}
float OrenNayarFull( vec3 L, vec3 V, vec3 N, float roughness, float NdotL )
{
//float NdotL = dot(N, L);
float NdotV = dot(N, V);
float LdotV = dot(L, V);
float angleVN = acos(max(NdotV, FLT_EPSILON));
float angleLN = acos(max(NdotL, FLT_EPSILON));
float alpha = max(angleVN, angleLN);
float beta = min(angleVN, angleLN);
float gamma = LdotV - NdotL * NdotV;
float roughnessSquared = roughness * roughness;
float roughnessSquared9 = (roughnessSquared / (roughnessSquared + 0.09));
// C1, C2, and C3
float C1 = 1.0 - 0.5 * (roughnessSquared / (roughnessSquared + 0.33));
float C2 = 0.45 * roughnessSquared9;
if( gamma >= 0.0 ) {
C2 *= sin(alpha);
} else {
C2 *= (sin(alpha) - pow((2.0 * beta) / M_PI, 3.0));
}
float powValue = (4.0 * alpha * beta) / (M_PI * M_PI);
float C3 = 0.125 * roughnessSquared9 * powValue * powValue;
// Avoid asymptote at pi/2
float asym = M_PI / 2.0;
float lim1 = asym + 0.01;
float lim2 = asym - 0.01;
float ab2 = (alpha + beta) / 2.0;
if ( beta >= asym && beta < lim1 )
beta = lim1;
else if ( beta < asym && beta >= lim2 )
beta = lim2;
if ( ab2 >= asym && ab2 < lim1 )
ab2 = lim1;
else if ( ab2 < asym && ab2 >= lim2 )
ab2 = lim2;
// Reflection
float A = gamma * C2 * tan(beta);
float B = (1.0 - abs(gamma)) * C3 * tan(ab2);
float L1 = max(FLT_EPSILON, NdotL) * (C1 + A + B);
// Interreflection
float twoBetaPi = 2.0 * beta / M_PI;
float L2 = 0.17 * max(FLT_EPSILON, NdotL) * (roughnessSquared / (roughnessSquared + 0.13)) * (1.0 - gamma * twoBetaPi * twoBetaPi);
return L1 + L2;
}
// Schlick's Fresnel approximation
float fresnelSchlick( float VdotH, float F0 )
{
float base = 1.0 - VdotH;
float exp = pow( base, fresnelPower );
return clamp( exp + F0 * (1.0 - exp), 0.0, 1.0 );
}
// The Torrance-Sparrow visibility factor, G
float VisibDiv( float NdotL, float NdotV, float VdotH, float NdotH )
{
float denom = max( VdotH, FLT_EPSILON );
float numL = min( NdotV, NdotL );
float numR = 2.0 * NdotH;
if ( denom >= (numL * numR) ) {
numL = (numL == NdotV) ? 1.0 : (NdotL / NdotV);
return (numL * numR) / denom;
}
return 1.0 / NdotV;
}
// this is a normalized Phong model used in the Torrance-Sparrow model
vec3 TorranceSparrow(float NdotL, float NdotH, float NdotV, float VdotH, vec3 color, float power, float F0)
{
// D: Normalized phong model
float D = ((power + 2.0) / (2.0 * M_PI)) * pow( NdotH, power );
// G: Torrance-Sparrow visibility term divided by NdotV
float G_NdotV = VisibDiv( NdotL, NdotV, VdotH, NdotH );
// F: Schlick's approximation
float F = fresnelSchlick( VdotH, F0 );
// Torrance-Sparrow:
// (F * G * D) / (4 * NdotL * NdotV)
// Division by NdotV is done in VisibDiv()
// and division by NdotL is removed since
// outgoing radiance is determined by:
// BRDF * NdotL * L()
float spec = (F * G_NdotV * D) / 4.0;
return color * spec * M_PI;
}
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;
}
vec4 colorLookup( float x, float y ) {
return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0) ) );
}
void main( void )
{
vec2 offset = TexCoord * uvScale + uvOffset;
vec4 baseMap = texture2D( BaseMap, offset );
vec4 normalMap = texture2D( NormalMap, offset );
vec4 specMap = texture2D( SpecularMap, offset );
vec4 glowMap = texture2D( GlowMap, offset );
vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0);
// Calculate missing blue channel
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
if ( !gl_FrontFacing && doubleSided ) {
normal *= -1.0;
}
// For _msn (Test with FSF1_Face)
//normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
vec3 L = normalize(LightDir);
vec3 V = normalize(ViewDir);
vec3 R = reflect(-L, normal);
vec3 H = normalize( L + V );
float NdotL = dot(normal, L);
float NdotL0 = max( NdotL, FLT_EPSILON );
float NdotH = max( dot(normal, H), FLT_EPSILON );
float NdotV = max( dot(normal, V), FLT_EPSILON );
float VdotH = max( dot(V, H), FLT_EPSILON );
float NdotNegL = max( dot(normal, -L), FLT_EPSILON );
vec3 reflected = reflect( V, 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 = baseMap.rgb * C.rgb;
vec3 diffuse = A.rgb + D.rgb * NdotL0;
if ( greyscaleColor ) {
vec4 luG = colorLookup( baseMap.g, paletteScale - (1 - C.r) );
albedo = luG.rgb;
}
// Emissive
vec3 emissive = vec3(0.0);
if ( hasEmit ) {
emissive += glowColor * glowMult;
if ( hasGlowMap ) {
emissive *= glowMap.rgb;
}
}
// Specular
float g = 1.0;
float s = 1.0;
float smoothness = clamp( specGlossiness, 0.0, 1.0 );
float specMask = 1.0;
vec3 spec = vec3(0.0);
if ( hasSpecularMap ) {
g = specMap.g;
s = specMap.r;
smoothness = g * smoothness;
float fSpecularPower = exp2( smoothness * 10 + 1 );
specMask = s * specStrength;
spec = TorranceSparrow( NdotL0, NdotH, NdotV, VdotH, vec3(specMask), fSpecularPower, 0.2 ) * NdotL0 * D.rgb * specColor;
}
// Environment
vec4 cube = textureCubeLod( CubeMap, reflectedWS, 8.0 - smoothness * 8.0 );
vec4 env = texture2D( EnvironmentMap, offset );
if ( hasCubeMap ) {
cube.rgb *= envReflection * specStrength;
if ( hasEnvMask ) {
cube.rgb *= env.r;
} else {
cube.rgb *= s;
}
spec += cube.rgb * diffuse;
}
vec3 backlight = vec3(0.0);
if ( backlightPower > 0.0 ) {
backlight = albedo * NdotNegL * clamp( backlightPower, 0.0, 1.0 );
emissive += backlight * D.rgb;
}
vec3 rim = vec3(0.0);
if ( hasRimlight ) {
rim = vec3(pow((1.0 - NdotV), rimPower));
rim *= smoothstep( -0.2, 1.0, dot(-L, V) );
//emissive += rim * D.rgb * specMask;
}
// Diffuse
float diff = OrenNayarFull( L, V, normal, 1.0 - smoothness, NdotL );
diffuse = vec3(diff);
vec3 soft = vec3(0.0);
float wrap = NdotL;
if ( hasSoftlight || subsurfaceRolloff > 0.0 ) {
wrap = (wrap + subsurfaceRolloff) / (1.0 + subsurfaceRolloff);
soft = albedo * max( 0.0, wrap ) * smoothstep( 1.0, 0.0, sqrt(diff) );
diffuse += soft;
}
if ( hasTintColor ) {
albedo *= tintColor;
}
// Diffuse
color.rgb = diffuse * albedo * D.rgb;
// Ambient
color.rgb += A.rgb * albedo;
// Specular
color.rgb += spec;
color.rgb += A.rgb * specMask * fresnelSchlick( VdotH, 0.2 ) * (1.0 - NdotV) * D.rgb;
// Emissive
color.rgb += emissive;
color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) );
color.a = C.a * baseMap.a;
gl_FragColor = color;
gl_FragColor.a *= alpha;
}
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