2 more shaders with DTX5nm calculations

This commit is contained in:
Teejoon
2016-03-10 20:03:13 +01:00
parent 0382708b85
commit d6f0528a87
2 changed files with 17 additions and 13 deletions
@@ -1,5 +1,7 @@
#version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
@@ -17,6 +19,7 @@ uniform float GlowIntensity;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform int NormalTextureType;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat;
@@ -121,13 +124,6 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main()
{
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
@@ -142,7 +138,7 @@ void main()
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture, NormalTextureType);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
@@ -1,5 +1,7 @@
#version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
@@ -16,6 +18,10 @@ uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform int NormalTextureType1;
uniform int NormalTextureType2;
uniform int NormalTextureType3;
uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3;
@@ -161,11 +167,12 @@ vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
}
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues
int R_TextureType, int G_TextureType, int B_TextureType) {
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
vec3 R_Channel = NormalMapValue(Input.TextureCoordinate * R_TileValues, R, R_TextureType);
vec3 G_Channel = NormalMapValue(Input.TextureCoordinate * G_TileValues, G, G_TextureType);
vec3 B_Channel = NormalMapValue(Input.TextureCoordinate * B_TileValues, B, B_TextureType);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total;
@@ -196,7 +203,8 @@ void main()
vec4 position = VM * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3,
NormalTextureType1, NormalTextureType2, NormalTextureType3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);