$input a_position, a_normal, a_texcoord0, a_texcoord1, a_color0, a_color1, a_texcoord2, a_texcoord3 $output v_pos, v_worldPos, v_texcoord0, v_texcoord1, v_color0, v_normal, v_tangent, v_lightpos_fog, v_view_depth, v_poslightspace, v_edgedist, v_reflection #include "common.sh" #ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #define SPEC_EXPON 4.0 #define KS 0.1 #define WoodContrast vec3(0.1, 0.1, 0.1) #define Ks1 0.32 #define Ks2 0.16 #define RingScale 4.0 #define AmpScale 1.0 #define LightRingEnd 0.4 #define DarkRingStart 0.8 #define DarkRingEnd 0.83 #define NormMapScale 0.6 #define NoiseScale 64.0 #define MixedColorRatio 0.315 #define AAFreqMultiplier 12.0 SAMPLER2D(s_normalMap, 6); SAMPLER3D(s_specularMap, 7); SAMPLER2D(s_lightMap, 1); SAMPLER2D(s_lightMapLookup, 2); SAMPLER2D(s_shadowMap, 3); vec3 CalcBevel(vec4 edgeDistances, vec3 normal, float viewDepth); void Shade(vec3 albedo, vec3 nn, vec3 vn, float ks, float specExpon, vec4 light, out vec3 diffuse, out vec3 specular); void DefaultPS() { vec3 nn = normalize(v_normal); mat3 normalMatrix = mat3( v_tangent.xyz, cross(nn, v_tangent.xyz), nn ); vec4 WoodPos = vec4(v_pos.xyz, mix(0.0, 0.92, abs(dot(vec3(1.0, 0.0, 0.0), nn)))); vec2 NormalUV = v_texcoord0.xy * NormMapScale * 3.0; float singularityAttenuation = WoodPos.w; float noiseval = texture3D(s_specularMap, WoodPos.xyz / NoiseScale).x; vec3 tn = texture2D(s_normalMap, NormalUV).xyz - 0.5; tn = mix(tn, vec3(0.0, 0.0, 0.5), singularityAttenuation); vec4 edgeDistances = v_edgedist; tn = CalcBevel(edgeDistances, tn, v_view_depth.w); nn = mul(tn, normalMatrix); float signalfreq = length(vec4(dFdx(WoodPos.y), dFdx(WoodPos.z), dFdy(WoodPos.y), dFdy(WoodPos.z))); float aa_attn = clamp(signalfreq * AAFreqMultiplier - 1.0, 0.0, 1.0); vec3 Pwood = WoodPos.xyz + (AmpScale * noiseval); float r = RingScale * length(Pwood.yz); r = r + texture3D(s_specularMap, vec3(r) / 32.0).x; r = r - floor(r); r = smoothstep(LightRingEnd, DarkRingStart, r) - smoothstep(DarkRingEnd, 1.0, r); r = mix(r, MixedColorRatio, aa_attn); vec3 albedo = v_color0.xyz + WoodContrast * (MixedColorRatio - r); float Ks = mix(Ks1, Ks2, r); vec3 vn = normalize(v_view_depth.xyz); vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz); light.a = shadowSample(s_shadowMap, v_poslightspace, light.a); vec3 diffuse; vec3 specular; Shade(albedo, nn, vn, Ks, SPEC_EXPON, light, diffuse, specular); gl_FragColor = vec4(diffuse + specular, v_color0.w); float fogAlpha = clamp((u_fogParams.z - length(v_view_depth.xyz)) * u_fogParams.w, 0.0, 1.0); gl_FragColor.xyz = mix(u_fogColor, gl_FragColor.rgb, fogAlpha); #ifdef PIN_GBUFFER // gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha); #endif } #else #define CFG_TEXTURE_TILING 1.0 #define CFG_DIFFUSE_SCALE 1.0 #define CFG_SPECULAR_SCALE 2.0 #define CFG_GLOSS_SCALE 256.0 #define CFG_REFLECTION_SCALE 0.0 #define CFG_NORMAL_SHADOW_SCALE 0.3 #define CFG_SPECULAR_LOD 0.25 #define CFG_GLOSS_LOD 32.0 #define CFG_NORMAL_DETAIL_TILING 7.0 #define CFG_NORMAL_DETAIL_SCALE 0.6 #define CFG_FAR_TILING 0.0 #define CFG_FAR_DIFFUSE_CUTOFF 0.0 #define CFG_FAR_NORMAL_CUTOFF 0.0 #define CFG_FAR_SPECULAR_CUTOFF 0.0 #include "material.sc" #endif