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

87 lines
2.5 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
#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_lightMap, 1);
SAMPLER2D(s_lightMapLookup, 2);
SAMPLERCUBE(s_environmentMap, 4);
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);
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;
}
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;
// lets generate this matrix in the vertex shader and pass it in later
mat3 normalMatrix = mat3(
v_tangent.xyz,
cross(nn, v_tangent.xyz),
nn
);
vec2 uv = v_texcoord0;
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);
vec3 vn = normalize(v_view_depth.xyz);
vec4 light = lgridSample(s_lightMap, s_lightMapLookup, v_lightpos_fog.xyz);
vec3 diffuse;
vec3 specular;
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
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