- Moved video screen into its own separate movie tent. - Adjusted stable post-processing volume. - Chickens are now at full volume. - Added button to toggle chickens off and on.
79 lines
3.0 KiB
HLSL
79 lines
3.0 KiB
HLSL
//------------------------------------------------------------------------------
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// Material evaluation
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//------------------------------------------------------------------------------
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/**
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* Computes global shading parameters used to apply lighting, such as the view
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* vector in world space, the tangent frame at the shading point, etc.
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*/
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void computeShadingParams(inout ShadingParams shading, float3 vertex_worldNormal, float4 vertex_worldTangent, float3 vertex_worldPosition,
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float4 vertex_position, float3 frameUniforms_cameraPosition, bool isDoubleSided, bool gl_FrontFacing) {
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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float3 n = vertex_worldNormal;
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#if defined(MATERIAL_NEEDS_TBN)
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float3 t = vertex_worldTangent.xyz;
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float3 b = cross(n, t) * sign(vertex_worldTangent.w);
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#endif
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#if defined(MATERIAL_HAS_DOUBLE_SIDED_CAPABILITY)
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if (isDoubleSided) {
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n = gl_FrontFacing ? n : -n;
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#if defined(MATERIAL_NEEDS_TBN)
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t = gl_FrontFacing ? t : -t;
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b = gl_FrontFacing ? b : -b;
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#endif
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}
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#endif
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shading.geometricNormal = normalize(n);
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#if defined(MATERIAL_NEEDS_TBN)
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// We use unnormalized post-interpolation values, assuming mikktspace tangents
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shading.tangentToWorld = float3x3(t, b, n);
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#endif
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#endif
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shading.position = vertex_worldPosition.xyz;
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shading.view = normalize(frameUniforms_cameraPosition - shading.position);
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// we do this so we avoid doing (matrix multiply), but we burn 4 varyings:
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// p = clipFromWorldMatrix * shading.position;
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// shading.normalizedViewportCoord = p.xy * 0.5 / p.w + 0.5
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shading.normalizedViewportCoord = vertex_position.xy * (0.5 / vertex_position.w) + 0.5;
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}
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/**
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* Computes global shading parameters that the material might need to access
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* before lighting: N dot V, the reflected vector and the shading normal (before
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* applying the normal map). These parameters can be useful to material authors
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* to compute other material properties.
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*
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* This function must be invoked by the user's material code (guaranteed by
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* the material compiler) after setting a value for MaterialInputs.normal.
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*/
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void prepareMaterial(inout ShadingParams shading, const MaterialInputs material) {
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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#if defined(MATERIAL_HAS_NORMAL)
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shading.normal = normalize(mul(shading.tangentToWorld, material.normal));
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#else
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shading.normal = shading.geometricNormal;
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#endif // MATERIAL_HAS_NORMAL
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shading.NoV = clampNoV(dot(shading.normal, shading.view));
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shading.reflected = reflect(-shading.view, shading.normal);
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#if defined(MATERIAL_HAS_BENT_NORMAL)
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shading.bentNormal = normalize(mul(shading.tangentToWorld, material.bentNormal));
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#endif // MATERIAL_HAS_BENT_NORMAL
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#if defined(MATERIAL_HAS_CLEAR_COAT)
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#if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
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shading.clearCoatNormal = normalize(mul(shading.tangentToWorld, material.clearCoatNormal));
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#else
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shading.clearCoatNormal = shading.geometricNormal;
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#endif // MATERIAL_HAS_CLEAR_COAT_NORMAL
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#endif // MATERIAL_HAS_CLEAR_COAT
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#endif // HAS_ATTRIBUTE_TANGENTS
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}
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