// vert // out vec3 geom_normal; out mat3 TBN; out vec4 object_color; out float object_flags; const vec3 luma = vec3(0.299, 0.587, 0.114); void main(void) { qgl_MaterialIndex = qgl_Material; qgl_FragTexture = qgl_getFragTexture(); geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix()); TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal); object_color = qgl_ObjectColor; object_flags = qgl_ObjectFlags; float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma); gl_Position = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//qgl_ftransform(); } // frag // in vec3 geom_normal; in mat3 TBN; in vec4 object_color; in float object_flags; uniform vec2 dt; uniform float z_near; uniform int out_index_normal = dbrNormalZ, out_index_metal = dbrMetalRoughReflectFlags; const vec3 luma = vec3(0.299, 0.587, 0.114); const float _pe = 2.4e-7; void main(void) { vec2 tc = qgl_FragTexture.xy; vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0.)) * object_color; diffuse.rgb *= qgl_material[qgl_MaterialIndex].color_diffuse.rgb; #ifdef SOLID if(diffuse.a < 0.5) discard; #endif diffuse.a *= (1. - qgl_material[qgl_MaterialIndex].transparency); vec3 normal, dn; dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz; //dn.y = -dn.y; float dn_sl = length(dn); dn = TBN * dn; dn *= dn_sl / (length(dn) + 1E-6); normal = normalize(geom_normal + dn); float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0.)).rgb, luma); metalness = clamp(metalness, 0, 1); float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0.)).rgb, luma); roughness = clamp(roughness, 0.0001, 0.9999); float reflectivity = clamp(qgl_material[qgl_MaterialIndex].reflectivity, 0., 1.); vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0.)); emission *= qgl_material[qgl_MaterialIndex].color_emission; float z = gl_FragCoord.z; z = z + z - 1.; z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth qgl_FragData[dbrDiffuse ] = vec4(diffuse .rgba); qgl_FragData[out_index_normal] = vec4(normal .xyz, z); qgl_FragData[out_index_metal ] = vec4(metalness, roughness, reflectivity, object_flags); qgl_FragData[dbrEmission ] = vec4(emission.rgb, 0./*bn.x*/); //qgl_FragData[dbrSpeedBitangXY] = vec4(speed.xy, bn.yz); qgl_FragData[dbrGeoNormal ] = vec4(normalize(geom_normal), 1.); //ivec2 itc = ivec2(gl_FragCoord.xy); //qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1))); //qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1)); }