MBHaxe/src/shaders/NoiseTileMaterial.hx
2023-07-07 00:18:22 +05:30

125 lines
4.1 KiB
Haxe

package shaders;
class NoiseTileMaterial extends hxsl.Shader {
static var SRC = {
@param var diffuseMap:Sampler2D;
@param var specularColor:Vec4;
@param var normalMap:Sampler2D;
@param var noiseMap: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;
function lambert(normal:Vec3, lightPosition:Vec3):Float {
var result = dot(normal, lightPosition);
return saturate(result);
}
function transposeMat3(m:Mat3):Mat3 {
return mat3(vec3(m[0].x, m[1].x, m[2].x), vec3(m[0].y, m[1].y, m[2].y), vec3(m[0].z, m[1].z, m[2].z));
}
function vertex() {
calculatedUV = input.uv;
var objToTangentSpace = mat3(input.t, input.b, input.n);
outLightVec = vec4(0);
var inLightVec = vec3(-0.5732, 0.27536, -0.77176) * transposeMat3(mat3(global.modelView));
// inLightVec.x *= -1;
var eyePos = camera.position * mat3x4(global.modelViewInverse);
// eyePos.x *= -1;
// eyePos /= vec3(global.modelViewInverse[0].x, global.modelViewInverse[1].y, global.modelViewInverse[2].z);
outLightVec.xyz = -inLightVec * objToTangentSpace;
var p = input.position;
// p.x *= -1;
outPos = (p / 100.0) * objToTangentSpace;
outEyePos = (eyePos / 100.0) * objToTangentSpace;
var n = input.normal;
// n.x *= -1;
outLightVec.w = step(0, dot(n, -inLightVec));
}
function fragment() {
var bumpNormal = normalMap.get(calculatedUV * secondaryMapUvFactor).xyz * 2 - 1;
var bumpDot = saturate(dot(bumpNormal, outLightVec.xyz));
// Diffuse part
var diffuse = diffuseMap.get(calculatedUV);
var ambient = vec4(0.472, 0.424, 0.475, 1.00);
// noise
var noiseIndex:Vec2;
var noiseColor1:Vec4;
var noiseColor2:Vec4;
var noiseColor3:Vec4;
var noiseColor4:Vec4;
var halfPixel = vec2(1.0 / 64.0, 1.0 / 64.0);
noiseIndex.x = floor(calculatedUV.x - halfPixel.x) / 63.0 + 0.5 / 64.0;
noiseIndex.y = floor(calculatedUV.y - halfPixel.y) / 63.0 + 0.5 / 64.0;
noiseColor1 = noiseMap.get(noiseIndex) * 1.0 - 0.5;
noiseIndex.x = floor(calculatedUV.x - halfPixel.x) / 63.0 + 0.5 / 64.0;
noiseIndex.y = floor(calculatedUV.y + halfPixel.y) / 63.0 + 0.5 / 64.0;
noiseColor2 = noiseMap.get(noiseIndex) * 1.0 - 0.5;
noiseIndex.x = floor(calculatedUV.x + halfPixel.x) / 63.0 + 0.5 / 64.0;
noiseIndex.y = floor(calculatedUV.y + halfPixel.y) / 63.0 + 0.5 / 64.0;
noiseColor3 = noiseMap.get(noiseIndex) * 1.0 - 0.5;
noiseIndex.x = floor(calculatedUV.x + halfPixel.x) / 63.0 + 0.5 / 64.0;
noiseIndex.y = floor(calculatedUV.y - halfPixel.y) / 63.0 + 0.5 / 64.0;
noiseColor4 = noiseMap.get(noiseIndex) * 1.0 - 0.5;
var finalNoiseCol = (noiseColor1 + noiseColor2 + noiseColor3 + noiseColor4) / 4.0;
var noiseAdd = finalNoiseCol * diffuse.a;
var outCol = diffuse + noiseAdd;
var shading = vec3(1.08, 1.03, 0.90);
outCol.xyz *= shading;
outCol *= 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, noise, shininess, specularColor, secondaryMapUvFactor) {
super();
this.diffuseMap = diffuse;
this.normalMap = normal;
this.noiseMap = noise;
this.shininess = shininess;
this.specularColor = specularColor;
this.secondaryMapUvFactor = secondaryMapUvFactor;
}
}