material-maker/material_maker/tools/painter/shaders/texture2view.shader

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shader_type spatial;
render_mode unshaded, cull_front;
uniform sampler2D view2texture;
uniform sampler2D seams;
uniform float seams_multiplier = 0.06125;
uniform mat4 model_transform;
uniform float fovy_degrees = 45;
uniform float z_near = 0.01;
uniform float z_far = 60.0;
uniform float aspect = 1.0;
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uniform float uv_tolerance = 0.001;
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varying mat4 projection_matrix;
varying vec4 global_position;
varying vec3 normal;
mat4 get_projection_matrix() {
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float rads = fovy_degrees*0.00872664625;
float deltaZ = z_far - z_near;
float sine = sin(rads);
if (deltaZ == 0.0 || sine == 0.0 || aspect == 0.0)
return mat4(0.0);
float cotangent = cos(rads) / sine;
mat4 matrix = mat4(1.0);
matrix[0][0] = cotangent / aspect;
matrix[1][1] = cotangent;
matrix[2][2] = (z_far + z_near) / deltaZ;
matrix[2][3] = 1.0; //try +1
matrix[3][2] = 2.0 * z_near * z_far / deltaZ;
matrix[3][3] = 0.0;
return matrix;
}
void vertex() {
global_position = model_transform*vec4(VERTEX, 1.0);
normal = (model_transform*vec4(NORMAL, 0.0)).xyz;
VERTEX=vec3(UV.x, UV.y, 0.0);
COLOR=vec4(1.0);
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projection_matrix = get_projection_matrix();
}
float visibility(vec2 uv, vec3 view_pos) {
// Compare actual UV with uv from view
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vec4 pos = textureLod(view2texture, view_pos.xy, 0.0);
vec2 uv_delta = pos.xy-uv;
return 1.0-20.0*length(uv_delta);
}
void fragment() {
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float box = 3.0;
vec4 position = projection_matrix*vec4(global_position.xyz, 1.0);
position.xyz /= position.w;
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vec3 xyz = vec3(0.5-0.5*position.x, 0.5+0.5*position.y, 0.5+0.5*position.z);
float visible = 0.0;
if (position.x > -1.0 && position.x < 1.0 && position.y > -1.0 && position.y < 1.0) {
float visibility_multiplier = 0.0;
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vec2 epsilon = vec2(0.0005);
for (float dx = -box*epsilon.x; dx <= box*epsilon.x; dx += epsilon.x) {
for (float dy = -box*epsilon.y; dy <= box*epsilon.y; dy += epsilon.y) {
visibility_multiplier += max(visibility_multiplier, visibility(UV.xy, xyz+vec3(dx, dy, 0.0)));
}
}
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visibility_multiplier = clamp(visibility_multiplier, 0.0, 1.0);
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float normal_multiplier = smoothstep(0.1, 0.2, normal.z);
visible = normal_multiplier*visibility_multiplier;
}
ALBEDO = vec3(xyz.xy, visible);
}