update headers
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147
ios/include/gltfio/volume.mat
Normal file
147
ios/include/gltfio/volume.mat
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material {
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name : volume_ubershader,
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requires : [ uv0, uv1, color ],
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shadingModel : lit,
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blending : masked,
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doubleSided : false,
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transparency : default,
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flipUV : false,
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specularAmbientOcclusion : simple,
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specularAntiAliasing : true,
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refractionMode: screenspace,
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refractionType: solid,
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reflections: screenspace,
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parameters : [
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// Base Color
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{ type : int, name : baseColorIndex },
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{ type : float4, name : baseColorFactor },
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{ type : sampler2d, name : baseColorMap },
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{ type : mat3, name : baseColorUvMatrix, precision: high },
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// Metallic-Roughness Map
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{ type : int, name : metallicRoughnessIndex },
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{ type : float, name : metallicFactor },
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{ type : float, name : roughnessFactor },
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{ type : sampler2d, name : metallicRoughnessMap },
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{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
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// Normal Map
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{ type : int, name : normalIndex },
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{ type : float, name : normalScale },
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{ type : sampler2d, name : normalMap },
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{ type : mat3, name : normalUvMatrix, precision: high },
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// Ambient Occlusion
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{ type : int, name : aoIndex },
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{ type : float, name : aoStrength },
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{ type : sampler2d, name : occlusionMap },
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{ type : mat3, name : occlusionUvMatrix, precision: high },
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// Emissive Map
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{ type : int, name : emissiveIndex },
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{ type : float3, name : emissiveFactor },
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{ type : float, name : emissiveStrength },
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{ type : sampler2d, name : emissiveMap },
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{ type : mat3, name : emissiveUvMatrix, precision: high },
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// Transmission Map
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{ type : int, name : transmissionIndex },
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{ type : float, name : transmissionFactor },
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{ type : sampler2d, name : transmissionMap },
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{ type : mat3, name : transmissionUvMatrix, precision: high },
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// Volume Map
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{ type : float3, name : volumeAbsorption },
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{ type : int, name : volumeThicknessIndex },
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{ type : float, name : volumeThicknessFactor },
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{ type : sampler2d, name : volumeThicknessMap },
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{ type : mat3, name : volumeThicknessUvMatrix, precision: high },
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// IOR
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{ type : float, name : ior }
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${CUSTOM_PARAMS}
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],
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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${CUSTOM_VERTEX}
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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highp float2 uvs[2];
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uvs[0] = getUV0();
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uvs[1] = getUV1();
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if (materialParams.normalIndex > -1) {
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highp float2 uv = uvs[materialParams.normalIndex];
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uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
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material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
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material.normal.xy *= materialParams.normalScale;
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}
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prepareMaterial(material);
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material.baseColor = materialParams.baseColorFactor;
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if (materialParams.baseColorIndex > -1) {
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highp float2 uv = uvs[materialParams.baseColorIndex];
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uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
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material.baseColor *= texture(materialParams_baseColorMap, uv);
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}
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#if defined(BLEND_MODE_TRANSPARENT)
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material.baseColor.rgb *= material.baseColor.a;
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#endif
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material.baseColor *= getColor();
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material.roughness = materialParams.roughnessFactor;
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material.metallic = materialParams.metallicFactor;
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material.transmission = materialParams.transmissionFactor;
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material.absorption = materialParams.volumeAbsorption;
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material.thickness = materialParams.volumeThicknessFactor * getObjectUniforms().userData;
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material.ior = materialParams.ior;
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material.emissive = vec4(materialParams.emissiveStrength *
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materialParams.emissiveFactor.rgb, 0.0);
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if (materialParams.transmissionIndex > -1) {
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highp float2 uv = uvs[materialParams.transmissionIndex];
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uv = (vec3(uv, 1.0) * materialParams.transmissionUvMatrix).xy;
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material.transmission *= texture(materialParams_transmissionMap, uv).r;
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}
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if (materialParams.volumeThicknessIndex > -1) {
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highp float2 uv = uvs[materialParams.volumeThicknessIndex];
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uv = (vec3(uv, 1.0) * materialParams.volumeThicknessUvMatrix).xy;
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material.thickness *= texture(materialParams_volumeThicknessMap, uv).g;
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}
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if (materialParams.metallicRoughnessIndex > -1) {
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highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
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uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
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vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
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material.roughness *= mr.g;
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material.metallic *= mr.b;
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}
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if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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float occlusion = texture(materialParams_occlusionMap, uv).r;
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material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
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material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
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}
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${CUSTOM_FRAGMENT}
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}
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}
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