EG/RenderPipelineFile/rpcore/shader/templates/forward.frag.glsl
2026-03-15 16:19:32 +08:00

198 lines
6.8 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
// Forward shading shader
// Set DONT_FETCH_DEFAULT_TEXTURES to prevent any material textures to get sampled
// Set DONT_SET_MATERIAL_PROPERTIES to prevent any material properties to be set.
%defines%
#define VIEWSPACE_SHADING 1
#define USE_TIME_OF_DAY 1
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/transforms.inc.glsl"
#pragma include "includes/vertex_output.struct.glsl"
#pragma include "includes/material.inc.glsl"
%includes%
layout(location = 0) in VertexOutput vOutput;
uniform Panda3DMaterial p3d_Material;
uniform vec4 p3d_ColorScale;
#pragma include "includes/normal_mapping.inc.glsl"
#pragma include "includes/forward_shading.inc.glsl"
#if DONT_FETCH_DEFAULT_TEXTURES
// Don't bind any samplers in this case, so the user can do it on his own
#else
uniform sampler2D p3d_Texture0;
uniform sampler2D p3d_Texture1;
uniform sampler2D p3d_Texture2;
uniform sampler2D p3d_Texture3;
// Only use the displacement texture if we actually need it.
#if OPT_PARALLAX_MAPPING
uniform sampler2D p3d_Texture4;
#endif
#endif
uniform sampler2D ShadedScene;
%inout%
layout(location = 0) out vec4 color_result;
void main() {
MaterialBaseInput mInput = get_input_from_p3d(p3d_Material);
vec2 texcoord = vOutput.texcoord;
// Get texture coordinate
#if OPT_PARALLAX_MAPPING
texcoord = get_parallax_texcoord(p3d_Texture4, mInput.normalfactor);
#endif
%texcoord%
// Fetch texture data
#if DONT_FETCH_DEFAULT_TEXTURES
float sampled_ior = 0.0;
float sampled_roughness = 0.0;
#else
float sampled_ior = texture(p3d_Texture2, texcoord).x;
float sampled_roughness = texture(p3d_Texture3, texcoord).x;
#endif
#if OPT_ALPHA_TESTING
#if DONT_FETCH_DEFAULT_TEXTURES
// No alpha testing when not using default textures
#else
// Do binary alpha testing, but weight it based on the distance to the
// camera. This prevents alpha tested objects getting too thin when
// viewed from a high distance.
// TODO: Might want to make the alpha testing distance configurable
vec4 sampled_diffuse = texture(p3d_Texture0, texcoord);
float dist_to_camera = distance(MainSceneData.camera_pos, vOutput.position);
float alpha_factor = mix(0.99, 0.1, saturate(dist_to_camera / 15.0));
if (sampled_diffuse.w < alpha_factor) discard;
#endif
#else
// In case we don't do alpha testing, we don't need the w-component, so
// don't fetch it. In practice, most GPU's will still load the w component
// and discard it, but it surely can't hurt.
#if DONT_FETCH_DEFAULT_TEXTURES
vec3 sampled_diffuse = vec3(0);
#else
vec3 sampled_diffuse = texture(p3d_Texture0, texcoord).xyz;
#endif
#endif
vec3 material_nrm = vOutput.normal;
#if OPT_NORMAL_MAPPING
#if DONT_FETCH_DEFAULT_TEXTURES
// No normal mapping when not using default textures
#else
{
// Perform normal mapping if enabled
vec3 sampled_normal = texture(p3d_Texture1, texcoord).xyz;
vec3 detail_normal = unpack_texture_normal(sampled_normal);
material_nrm = apply_normal_map(vOutput.normal, detail_normal, mInput.normalfactor);
}
#endif
#endif
// Generate the material output
MaterialShaderOutput m;
#if DONT_SET_MATERIAL_PROPERTIES
// Leave material properties unitialized, and hope the user knows
// what he's doing.
#else
m.shading_model = mInput.shading_model;
#if DONT_FETCH_DEFAULT_TEXTURES
m.basecolor = mInput.color * p3d_ColorScale.xyz;
#else
m.basecolor = mInput.color * sampled_diffuse.xyz * p3d_ColorScale.xyz;
#endif
m.normal = material_nrm;
m.metallic = mInput.metallic;
m.specular_ior = blend_ior(mInput.specular_ior, sampled_ior);
m.roughness = mInput.roughness * sampled_roughness;
m.shading_model_param0 = mInput.arbitrary0;
#endif
%material%
// Emulate gbuffer pass
Material m_out = emulate_gbuffer_pass(m, vOutput.position);
vec3 view_dir = normalize(m_out.position - MainSceneData.camera_pos);
vec3 color = vec3(0);
float alpha = m_out.shading_model_param0 * p3d_ColorScale.w;
AmbientResult ambient = get_full_forward_ambient(m_out, view_dir);
color += ambient.diffuse;
color += ambient.specular;
color += get_sun_shading(m_out, view_dir);
color += get_forward_light_shading(m_out);
// Transparent forward materials end up noticeably darker than the same
// object in the deferred path in this editor build, which makes them look
// "gone" when artists first switch the material type. Apply a small
// preview-space lift so the result stays visually comparable.
if (m_out.shading_model == SHADING_MODEL_TRANSPARENT) {
color *= 1.55;
}
alpha = mix(alpha, 1.0, ambient.fresnel);
// Refraction (experimental)
#if 0
vec3 refracted_vector_view = refract(view_dir, m_out.normal, 1.04);
float refraction_dist = 0.5;
vec3 refraction_dest = m_out.position + refracted_vector_view * refraction_dist;
vec2 refraction_screen = saturate(world_to_screen(refraction_dest).xy);
vec2 scene_coord = get_texcoord();
vec3 back_color = textureLod(ShadedScene, refraction_screen, 0).xyz;
color_result.xyz = back_color * (1 - alpha) + color * alpha;
color_result.w = 1.0;
#else
color_result = vec4(color, alpha);
#endif
}