MBHaxe/src/shaders/DefaultMaterial.hx
2023-06-09 21:06:55 +05:30

95 lines
2.9 KiB
Haxe

package shaders;
class DefaultMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var specularColor:Vec4;
@param var normalMap:Sampler2D;
@param var shininess:Float;
@param var secondaryMapUvFactor:Float;
@global var camera:{
var position:Vec3;
@var var dir:Vec3;
};
@global var global:{
@perObject var modelView:Mat4;
@perObject var modelViewInverse:Mat4;
};
@input var input:{
var position:Vec3;
var normal:Vec3;
var uv:Vec2;
var t:Vec3;
var b:Vec3;
var n:Vec3;
};
var calculatedUV:Vec2;
var pixelColor:Vec4;
var specColor:Vec3;
var specPower:Float;
@var var outLightVec:Vec4;
@var var outPos:Vec3;
@var var outEyePos:Vec3;
@const var isHalfTile:Bool;
function lambert(normal:Vec3, lightPosition:Vec3):Float {
var result = dot(normal, lightPosition);
return saturate(result);
}
function vertex() {
calculatedUV = input.uv;
if (isHalfTile) {
calculatedUV *= 0.5;
}
var objToTangentSpace = mat3(input.t, input.b, input.n);
outLightVec = vec4(0);
var inLightVec = vec3(-0.5732, 0.27536, -0.77176) * mat3(global.modelViewInverse);
var eyePos = camera.position * mat3x4(global.modelViewInverse);
// eyePos /= vec3(global.modelViewInverse[0].x, global.modelViewInverse[1].y, global.modelViewInverse[2].z);
outLightVec.xyz = -inLightVec * objToTangentSpace;
outPos = (input.position / 100.0) * objToTangentSpace;
outEyePos = (eyePos / 100.0) * objToTangentSpace;
outLightVec.w = step(-0.5, dot(input.normal, -inLightVec));
}
function fragment() {
var bumpNormal = unpackNormal(normalMap.get(calculatedUV * secondaryMapUvFactor));
var bumpDot = isHalfTile ? saturate(dot(bumpNormal, outLightVec.xyz)) : ((dot(bumpNormal, outLightVec.xyz) + 1) * 0.5);
// Diffuse part
var diffuse = diffuseMap.get(calculatedUV);
var ambient = vec4(0.472, 0.424, 0.475, 1.00);
var outCol = diffuse;
var shading = vec4(1.08, 1.03, 0.90, 1);
if (isHalfTile) {
outCol = shading * diffuse * (bumpDot + ambient);
} else {
outCol *= (shading * bumpDot) + ambient;
}
var eyeVec = (outEyePos - outPos).normalize();
var halfAng = (eyeVec + outLightVec.xyz).normalize();
var specValue = saturate(bumpNormal.dot(halfAng)) * outLightVec.w;
var specular = specularColor * pow(specValue, shininess);
outCol += specular * diffuse.a;
// Gamma correction using our regression model
var a = 1.00759;
var b = 1.18764;
outCol.x = a * pow(outCol.x, b);
outCol.y = a * pow(outCol.y, b);
outCol.z = a * pow(outCol.z, b);
pixelColor = outCol;
}
}
public function new(diffuse, normal, shininess, specularColor, secondaryMapUvFactor, isHalfTile = false) {
super();
this.diffuseMap = diffuse;
this.normalMap = normal;
this.shininess = shininess;
this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor;
this.isHalfTile = isHalfTile;
}
}