67 lines
2.0 KiB
GLSL
67 lines
2.0 KiB
GLSL
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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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 alpha_scissor_threshold;
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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_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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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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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void vertex() {
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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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vec3 albedo_hsv = rgb2hsv(albedo_tex.rgb);
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albedo_hsv.x = 0.0;
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vec4 albedo_rgb = vec4(hsv2rgb(albedo_hsv), albedo_tex.a);
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albedo_tex = albedo_rgb * COLOR;
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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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ALPHA = albedo.a * albedo_tex.a;
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ALPHA_SCISSOR=alpha_scissor_threshold;
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}
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