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uniform vec4 materialColorAndMetal;
uniform float materialRoughness;
#ifdef TEXTURE_IMAGE_ARRAY
uniform sampler2DArray image_tile_array;
uniform sampler1DArray image_tile_data;
#else
uniform sampler2D image;
#endif
uniform float ImageTransparencyCutoff = 0.1;
uniform bool imageNearest;
uniform bool imagePremultiplied;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef V3D_SHADING_VERTEX_COLOR
in vec3 vertexColor;
#endif
#ifdef HAIR_SHADER
flat in float hair_rand;
#endif
#ifdef MATDATA_PASS_ENABLED
layout(location = 0) out vec4 materialData;
#endif
#ifdef OBJECT_ID_PASS_ENABLED
layout(location = 1) out uint objectId;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
layout(location = 2) out WB_Normal normalViewport;
#endif
void main()
{
#ifdef MATDATA_PASS_ENABLED
float metallic, roughness;
vec4 color;
# if defined(V3D_SHADING_TEXTURE_COLOR)
# ifdef TEXTURE_IMAGE_ARRAY
color = workbench_sample_texture_array(
image_tile_array, image_tile_data, uv_interp, imageNearest, imagePremultiplied);
# else
color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
# endif
if (color.a < ImageTransparencyCutoff) {
discard;
}
# elif defined(V3D_SHADING_VERTEX_COLOR)
color.rgb = vertexColor;
# else
color.rgb = materialColorAndMetal.rgb;
# endif
# ifdef V3D_LIGHTING_MATCAP
/* Encode front facing in metallic channel. */
metallic = float(gl_FrontFacing);
roughness = 0.0;
# else
metallic = materialColorAndMetal.a;
roughness = materialRoughness;
# endif
# ifdef HAIR_SHADER
/* Add some variation to the hairs to avoid uniform look. */
float hair_variation = hair_rand * 0.1;
color = clamp(color - hair_variation, 0.0, 1.0);
metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0);
roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
# endif
materialData.rgb = color.rgb;
materialData.a = workbench_float_pair_encode(roughness, metallic);
#endif /* MATDATA_PASS_ENABLED */
#ifdef OBJECT_ID_PASS_ENABLED
objectId = uint(resource_id + 1) & 0xFFu;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
n = normalize(n);
normalViewport = workbench_normal_encode(n);
#endif
}
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