Files
aya/client/common/shaders/bgfx_source/plastic.sc
2025-12-17 16:47:48 +00:00

209 lines
4.8 KiB
Python

$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
#ifdef PIN_HQ
#define PIN_SURFACE
#define ALREADY_HAS_PS
#define SPEC_EXPON 81.0
#define KS 0.75
#define FADE_DIST 500.0
#define FADE_DIST_START 0.0
#define BEVEL_WIDTH 0.06
SAMPLER2D(s_diffuseMap, 5);
SAMPLER2D(s_normalMap, 6);
SAMPLER2D(s_lightMap, 1);
SAMPLER2D(s_lightMapLookup, 2);
SAMPLERCUBE(s_environmentMap, 4);
#ifndef GLSLES
SAMPLER2D(s_normalDetailMap, 8);
#endif
uniform vec4 u_waveParams; // .x = frequency .y = phase .z = height .w = lerp
vec3 CalcBevelDir(vec4 edgeDistances)
{
vec3 dir = vec3(0.0);
vec4 bevelMultiplier = step(edgeDistances, vec4(BEVEL_WIDTH));
dir += bevelMultiplier.x * vec3(1.0, 0.0, 0.0);
dir += bevelMultiplier.y * vec3(-1.0, 0.0, 0.0);
dir += bevelMultiplier.z * vec3(0.0, 1.0, 0.0);
dir += bevelMultiplier.w * vec3(0.0, -1.0, 0.0);
return dir;
}
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()
{
float normalStrength = 0.4;
float fade = clamp(normalStrength - (v_view_depth.w - FADE_DIST_START) / FADE_DIST, 0.0, 1.0);
vec3 nn = normalize(v_normal);
vec4 edgeDistances = v_edgedist;
vec4 albedo = v_color0;
vec2 uv;
float wt = 1.0;
#ifndef PIN_MESH
uv = v_texcoord1; // UvStuds
mat3 normalMatrix = mat3(
v_tangent.xyz,
cross(nn, v_tangent.xyz),
nn
);
vec3 tn = vec3(0.0, 0.0, 0.5);
tn = mix(vec3(0.0, 0.0, 0.5), tn, fade);
tn = CalcBevel(edgeDistances, tn, v_view_depth.w);
nn = mul(tn, normalMatrix);
wt = 1.0 - abs(length(tn.xy));
vec4 colorTex = texture2D(s_diffuseMap, uv);
#else
uv = v_texcoord0;
vec4 colorTex = texture2D(s_diffuseMap, uv);
albedo *= colorTex;
#endif
vec3 vn = normalize(v_view_depth.xyz);
vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
vec3 diffuse;
vec3 specular;
#ifdef CLASSIC_GOURAUD
vec3 diffusePhong;
vec3 specularPhong;
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffusePhong, specularPhong);
diffuse = mix(diffusePhong, albedo.rgb, wt); // Simplified - should use stored diffuse
specular = mix(specularPhong, vec3(0.0), wt); // Simplified - should use stored specular
#else
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
#endif
#ifndef PIN_MESH
diffuse = mix(diffuse, colorTex.xyz, colorTex.w);
#endif
vec3 result = diffuse + specular;
#ifdef PIN_REFLECTION
vec3 reflection = textureCube(s_environmentMap, reflect(-vn, nn)).rgb;
result = mix(result, reflection, v_reflection);
#endif
float fogAlpha = clamp((u_fogParams.z - length(v_view_depth.xyz)) * u_fogParams.w, 0.0, 1.0);
result = mix(u_fogColor, result, fogAlpha);
gl_FragColor = vec4(result, albedo.a);
#ifdef PIN_GBUFFER
// gl_FragData[1] = gbufferPack(v_view_depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#else
#define PIN_PLASTIC
#include "default.sc"
#endif
#else // !CLASSIC
#if defined(PIN_HQ)
#define PIN_SURFACE
#define CFG_TEXTURE_TILING 1.0
#define CFG_BUMP_INTENSITY 0.5
#define CFG_SPECULAR 0.4
#define CFG_GLOSS 9.0
#define CFG_NORMAL_SHADOW_SCALE 0.1
struct SurfaceInput
{
vec4 Color;
vec2 Uv;
vec2 UvStuds;
#ifdef PIN_REFLECTION
float Reflectance;
#endif
};
struct Surface
{
vec3 albedo;
vec3 normal;
float specular;
float gloss;
float reflectance;
};
SAMPLER2D(s_diffuseMap, 5);
SAMPLER2D(s_normalMap, 6);
#ifndef GLSLES
SAMPLER2D(s_normalDetailMap, 8);
#endif
vec3 nmapUnpack(vec4 value);
Surface surfaceShader(SurfaceInput IN, vec2 fade2)
{
float fade = fade2.y;
vec4 studs = texture2D(s_diffuseMap, IN.UvStuds);
vec3 normal = nmapUnpack(texture2D(s_normalMap, IN.UvStuds));
#ifdef GLSLES
vec3 noise = vec3(0.0, 0.0, 1.0);
#else
vec3 noise = nmapUnpack(texture2D(s_normalDetailMap, IN.Uv * CFG_TEXTURE_TILING));
#endif
float noiseScale = saturate0(IN.Color.a * 2.0 * CFG_BUMP_INTENSITY - 1.0 * CFG_BUMP_INTENSITY);
#ifdef PIN_REFLECTION
noiseScale *= clamp(1.0 - 2.0 * IN.Reflectance, 0.0, 1.0);
#endif
normal.xy += noise.xy * noiseScale;
normal.xy *= fade;
Surface surface;
surface.albedo = IN.Color.rgb * (studs.r * 2.0);
surface.normal = normal;
surface.specular = CFG_SPECULAR;
surface.gloss = CFG_GLOSS;
#ifdef PIN_REFLECTION
surface.reflectance = IN.Reflectance;
#endif
return surface;
}
#include "default.sc"
#else
#define PIN_PLASTIC
#include "default.sc"
#endif
#endif // CLASSIC