95 lines
2.9 KiB
Plaintext
95 lines
2.9 KiB
Plaintext
material {
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name : Image,
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parameters : [
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{
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type : sampler2d,
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name : image
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},
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{
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type : samplerCubemap,
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name : cubeMap
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},
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{
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type : mat4,
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name : transform,
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precision : high
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},
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{
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type : float4,
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name : backgroundColor
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},
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{
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type : int,
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name : showImage
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},
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{
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type : int,
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name : isCubeMap
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},
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{
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type : int,
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name : cubeMapFace
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}
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],
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variables : [
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imageUV
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],
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vertexDomain : device,
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depthWrite : false,
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shadingModel : unlit,
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variantFilter : [ skinning, shadowReceiver, vsm ],
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culling: none
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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material.imageUV.st = getPosition().st * 0.5 + 0.5;
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}
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}
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fragment {
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vec3 getDirectionForCubeFace(int face, vec2 uv) {
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vec2 st = uv * 2.0 - 1.0; // Convert [0,1] to [-1,1]
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if (face == 0) { // +X
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return normalize(vec3(1.0, -st.y, -st.x));
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} else if (face == 1) { // -X
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return normalize(vec3(-1.0, -st.y, st.x));
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} else if (face == 2) { // +Y
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return normalize(vec3(st.x, 1.0, st.y));
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} else if (face == 3) { // -Y
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return normalize(vec3(st.x, -1.0, -st.y));
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} else if (face == 4) { // +Z
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return normalize(vec3(st.x, -st.y, 1.0));
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} else { // -Z (face == 5)
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return normalize(vec3(-st.x, -st.y, -1.0));
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}
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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highp vec2 uv = (materialParams.transform * vec4(saturate(variable_imageUV.st), 1.0, 1.0)).st;
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if (materialParams.showImage == 0 || uv.s > 1.0 || uv.s < 0.0 || uv.t < 0.0 || uv.t > 1.0) {
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material.baseColor = materialParams.backgroundColor;
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} else {
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vec4 color;
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if (materialParams.isCubeMap != 0) {
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// Sample cubemap using direction vector for specified face
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vec2 cubeUv = uv;
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cubeUv.t = 1.0 - cubeUv.t; // Flip V coordinate
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vec3 direction = getDirectionForCubeFace(materialParams.cubeMapFace, cubeUv);
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color = max(texture(materialParams_cubeMap, direction), 0.0);
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} else {
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// Regular 2D texture sampling
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uv.t = 1.0 - uv.t;
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color = max(texture(materialParams_image, uv.st), 0.0);
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}
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color.rgb *= color.a;
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// Manual, pre-multiplied srcOver with opaque destination optimization
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material.baseColor.rgb = color.rgb + materialParams.backgroundColor.rgb * (1.0 - color.a);
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}
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}
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} |