mirror of
https://github.com/Relintai/material-maker.git
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44 lines
1.7 KiB
GLSL
44 lines
1.7 KiB
GLSL
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic : hint_white;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform sampler2D texture_emission : hint_black_albedo;
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uniform vec4 emission : hint_color;
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uniform float emission_energy;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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uniform sampler2D texture_depth : hint_white;
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uniform float depth_scale : hint_range(0,1);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz;
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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NORMALMAP = texture(texture_normal,base_uv).rgb;
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NORMALMAP_DEPTH = normal_scale;
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vec3 emission_tex = texture(texture_emission,base_uv).rgb;
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EMISSION = (emission.rgb+emission_tex)*emission_energy;
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}
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