particles_nodes.glslf 78 KB

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  1. #ifndef PARTICLES_NODES_GLSLF
  2. #define PARTICLES_NODES_GLSLF
  3. // varyings
  4. // #import v_normal
  5. // #import v_tangent
  6. // #import v_pos_world
  7. // #import v_pos_view
  8. // #import v_texcoord
  9. // uniforms
  10. // #import u_ambient
  11. // #import u_emit
  12. // #import u_environment_energy
  13. // #import u_lamp_light_color_intensities
  14. // #import u_lamp_light_directions
  15. // #import u_lamp_light_positions
  16. // #import u_light_color_intensities
  17. // #import u_light_directions
  18. // #import u_light_factors
  19. // #import u_light_positions
  20. // #import u_node_rgbs
  21. // #import u_node_values
  22. // #import u_time
  23. // #import u_nodes_texture
  24. /*==============================================================================
  25. VARS
  26. ==============================================================================*/
  27. #var CAUSTICS 0
  28. #var DOUBLE_SIDED_LIGHTING 0
  29. #var REFLECTION_PASS REFL_PASS_NONE
  30. #var PARTICLE_BATCH 0
  31. #var NUM_LIGHTS 0
  32. #var CALC_TBN_SPACE 0
  33. /*==============================================================================
  34. IMPORTS
  35. ==============================================================================*/
  36. #if USE_NODE_MATERIAL_BEGIN || USE_NODE_BSDF_BEGIN
  37. #include <environment.glslf>
  38. #endif
  39. #include <color_util.glslf>
  40. #include <math.glslv>
  41. /*==============================================================================
  42. FUNCTIONS
  43. ==============================================================================*/
  44. #if USE_NODE_HUE_SAT || USE_NODE_MIX_RGB_HUE || USE_NODE_MIX_RGB_SATURATION \
  45. || USE_NODE_MIX_RGB_VALUE || USE_NODE_MIX_RGB_COLOR || USE_NODE_SEPHSV
  46. vec3 rgb_to_hsv(vec3 rgb)
  47. {
  48. vec4 k = vec4(_0_0, -_1_0 / 3.0, 2.0 / 3.0, -_1_0);
  49. vec4 p = mix(vec4(rgb.bg, k.wz), vec4(rgb.gb, k.xy), step(rgb.b, rgb.g));
  50. vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));
  51. float d = q.x - min(q.w, q.y);
  52. float e = 1.0e-10;
  53. return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
  54. }
  55. #endif
  56. #if USE_NODE_HUE_SAT || USE_NODE_MIX_RGB_HUE || USE_NODE_MIX_RGB_SATURATION \
  57. || USE_NODE_MIX_RGB_VALUE || USE_NODE_MIX_RGB_COLOR || USE_NODE_COMBHSV
  58. vec3 hsv_to_rgb(vec3 hsv)
  59. {
  60. vec4 k = vec4(_1_0, 2.0 / 3.0, _1_0 / 3.0, 3.0);
  61. vec3 p = abs(fract(vec3(hsv.r, hsv.r, hsv.r) + k.xyz) * 6.0 - k.www);
  62. return hsv.b * mix(k.xxx, clamp(p - k.xxx, _0_0, _1_0), hsv.g);
  63. }
  64. #endif
  65. #if USE_NODE_GEOMETRY_UV || USE_NODE_B4W_PARALLAX || USE_NODE_UV_MERGED
  66. vec3 uv_to_vec(vec2 uv)
  67. {
  68. return vec3(uv*2.0 - vec2(_1_0, _1_0), _0_0);
  69. }
  70. #endif
  71. #if USE_NODE_TEXTURE_COLOR || USE_NODE_TEXTURE_NORMAL || USE_NODE_B4W_PARALLAX
  72. vec2 vec_to_uv(vec3 vec)
  73. {
  74. return vec2(vec.xy * _0_5 + vec2(_0_5, _0_5));
  75. }
  76. #endif
  77. #node CAMERA
  78. #node_out optional vec3 vec_view
  79. #node_out optional float val_z
  80. #node_out optional float val_dist
  81. # node_if USE_OUT_vec_view
  82. vec_view = normalize(nin_pos_view.xyz);
  83. # node_endif
  84. # node_if USE_OUT_val_z
  85. val_z = abs(nin_pos_view.z);
  86. # node_endif
  87. # node_if USE_OUT_val_dist
  88. val_dist = length(nin_pos_view.xyz);
  89. # node_endif
  90. #endnode
  91. #node COMBRGB
  92. #node_in float r
  93. #node_in float g
  94. #node_in float b
  95. #node_out vec3 color
  96. color = vec3(r,g,b);
  97. #endnode
  98. #node COMBHSV
  99. #node_in float h
  100. #node_in float s
  101. #node_in float v
  102. #node_out vec3 color
  103. color = hsv_to_rgb(vec3(h, s, v));
  104. #endnode
  105. #node EMPTY_UV
  106. #node_out vec3 uv
  107. uv = vec3(-_1_0, -_1_0, _0_0);
  108. #endnode
  109. #node EMPTY_VC
  110. #node_out vec3 vc
  111. vc = vec3(_0_0);
  112. #endnode
  113. #node GEOMETRY_UV
  114. #node_out vec3 uv
  115. uv = uv_to_vec(v_texcoord);
  116. #endnode
  117. #node GEOMETRY_OR
  118. #node_out vec3 orco
  119. orco = 2.0 * vec3(v_texcoord, _0_0) - vec3(_1_0);
  120. #endnode
  121. #node GEOMETRY_VC
  122. #node_out vec3 vc
  123. vc = vec3(_1_0);
  124. #endnode
  125. #node GEOMETRY_VC1
  126. #node_out float channel0_out
  127. channel0_out = _1_0;
  128. #endnode
  129. #node GEOMETRY_VC2
  130. #node_out float channel0_out
  131. #node_out float channel1_out
  132. channel0_out = _1_0;
  133. channel1_out = _1_0;
  134. #endnode
  135. #node GEOMETRY_VC3
  136. #node_out float channel0_out
  137. #node_out float channel1_out
  138. #node_out float channel2_out
  139. channel0_out = _1_0;
  140. channel1_out = _1_0;
  141. channel2_out = _1_0;
  142. #endnode
  143. #node GEOMETRY_NO
  144. #node_out vec3 normal_out
  145. normal_out = nin_geom_normal.xyz;
  146. #endnode
  147. #node GEOMETRY_FB
  148. #node_out float frontback
  149. // NOTE: possible compatibility issues
  150. // 1 front, 0 back
  151. #node_if REFLECTION_PASS == REFL_PASS_PLANE
  152. frontback = (gl_FrontFacing) ? _0_0 : _1_0;
  153. #node_else
  154. frontback = (gl_FrontFacing) ? _1_0 : _0_0;
  155. #node_endif
  156. #endnode
  157. #node GEOMETRY_VW
  158. #node_out vec3 view_out
  159. //to WebGL view space
  160. view_out = -tsr9_transform_dir(u_view_tsr_frag, nin_eye_dir);
  161. #endnode
  162. #node GEOMETRY_LO
  163. #node_out vec3 local_out
  164. local_out[0] = nin_pos_view[0];
  165. local_out[1] = nin_pos_view[1];
  166. local_out[2] = nin_pos_view[2];
  167. #endnode
  168. #node GEOMETRY_GL
  169. #node_out vec3 global_out
  170. global_out = vec3(nin_pos_world.r, nin_pos_world.g, nin_pos_world.b);
  171. #endnode
  172. #node NEW_GEOMETRY
  173. #node_out vec3 position
  174. #node_out vec3 normal
  175. #node_out vec3 tangent
  176. #node_out vec3 true_normal
  177. #node_out vec3 incoming
  178. #node_out vec3 parametric
  179. #node_out float backfacing
  180. #node_out float pointiness
  181. position = vec3(_0_0);
  182. normal = vec3(_0_0);
  183. tangent = vec3(_0_0);
  184. true_normal = vec3(_0_0);
  185. incoming = vec3(_0_0);
  186. parametric = vec3(_0_0);
  187. backfacing = _0_0;
  188. pointiness = _0_0;
  189. #endnode
  190. #node HUE_SAT
  191. #node_in float hue
  192. #node_in float saturation
  193. #node_in float value
  194. #node_in float factor
  195. #node_in vec3 color_in
  196. #node_out vec3 color
  197. vec3 hsv = rgb_to_hsv(color_in);
  198. hsv[0] += (hue - _0_5);
  199. if (hsv[0] > _1_0)
  200. hsv[0] -= _1_0;
  201. else if (hsv[0] < _0_0)
  202. hsv[0] += _1_0;
  203. hsv *= vec3(_1_0, saturation, value);
  204. hsv = mix(vec3(_1_0), mix(vec3(_0_0), hsv, step(vec3(_0_0), hsv)), step(hsv, vec3(_1_0)));
  205. color = mix(color_in, hsv_to_rgb(hsv), factor);
  206. #endnode
  207. #node INVERT
  208. #node_in float factor
  209. #node_in vec3 color_in
  210. #node_out vec3 color
  211. color = mix(color_in, vec3(_1_0) - color_in, factor);
  212. #endnode
  213. #node LAMP
  214. #node_var LAMP_TYPE HEMI
  215. #node_var LAMP_INDEX 0
  216. #node_var LAMP_USE_SPHERE 0
  217. #node_var LAMP_SPOT_SIZE 0.8
  218. #node_var LAMP_SPOT_BLEND 0.03
  219. #node_var LAMP_LIGHT_DIST 30.0
  220. #node_out optional vec3 color_out
  221. #node_out vec3 light_vec_out
  222. #node_out float distance_out
  223. #node_out optional float visibility_factor_out
  224. # node_if USE_OUT_color_out
  225. color_out = u_lamp_light_color_intensities[LAMP_INDEX];
  226. # node_endif
  227. // see process_lamp
  228. vec3 lld = u_lamp_light_directions[LAMP_INDEX];
  229. vec3 llp = u_lamp_light_positions[LAMP_INDEX];
  230. # node_if LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  231. // mimic blender behavior
  232. light_vec_out = -v_pos_world + llp;
  233. distance_out = length(light_vec_out);
  234. light_vec_out = normalize(light_vec_out);
  235. # node_if USE_OUT_visibility_factor_out
  236. visibility_factor_out = LAMP_LIGHT_DIST / (LAMP_LIGHT_DIST + distance_out * distance_out);
  237. # node_if LAMP_TYPE == SPOT
  238. float spot_factor = dot(light_vec_out, lld);
  239. spot_factor *= smoothstep(_0_0, _1_0,
  240. (spot_factor - LAMP_SPOT_SIZE) / LAMP_SPOT_BLEND);
  241. visibility_factor_out *= spot_factor;
  242. # node_endif
  243. # node_if LAMP_USE_SPHERE
  244. visibility_factor_out *= max(LAMP_LIGHT_DIST -distance_out, _0_0) / LAMP_LIGHT_DIST;
  245. # node_endif
  246. # node_endif
  247. # node_else // LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  248. # node_if USE_OUT_light_vec_out
  249. light_vec_out = lld;
  250. # node_endif
  251. # node_if USE_OUT_distance_out
  252. distance_out = length(llp - v_pos_world);
  253. # node_endif
  254. # node_if USE_OUT_visibility_factor_out
  255. visibility_factor_out = _1_0;
  256. # node_endif
  257. # node_endif // LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  258. #endnode
  259. #node NORMAL
  260. #node_in vec3 normal_in
  261. #node_out optional vec3 normal_out
  262. #node_out optional float dot_out
  263. #node_param vec3 normal_param
  264. # node_if USE_OUT_normal_out
  265. normal_out = normal_param;
  266. # node_endif
  267. # node_if USE_OUT_dot_out
  268. // NOTE: (-) mimic blender behavior
  269. dot_out = -dot(normal_in, normal_param);
  270. # node_endif
  271. #endnode
  272. #node B4W_VECTOR_VIEW
  273. #node_in vec3 vec_world
  274. #node_out vec3 vec_view
  275. // NOTE: (-) mimic blender behavior
  276. vec_view = -tsr9_transform_dir(u_view_tsr_frag, vec_world);
  277. #endnode
  278. #node BSDF_BEGIN
  279. #node_in vec3 surface
  280. #node_in vec3 d_color
  281. #node_in float d_roughness
  282. #node_in vec3 s_color
  283. #node_in float s_roughness
  284. #node_in float metalness
  285. #node_in vec3 normal_in
  286. #node_in vec3 e_color
  287. #node_in float emission
  288. #node_out vec3 E
  289. #node_out vec3 A
  290. #node_out vec3 D
  291. #node_out vec3 S
  292. #node_out vec3 normal
  293. #node_out vec4 bsdf_params
  294. #node_out vec4 shadow_factor
  295. #node_out vec3 s_color_out
  296. #node_out float metalness_out
  297. #node_out vec3 e_color_out
  298. #node_out float emission_out
  299. // diffuse
  300. D = d_color;
  301. // specular
  302. S = s_color;
  303. normal = normal_in;
  304. s_color_out = s_color;
  305. metalness_out = metalness;
  306. e_color_out = e_color;
  307. emission_out = emission;
  308. // old emission
  309. E = nin_emit * D;
  310. // ambient
  311. A = nin_ambient * u_environment_energy * get_environment_color(normal);
  312. shadow_factor = calc_shadow_factor(D);
  313. nout_shadow_factor = shadow_factor;
  314. bsdf_params[0] = d_roughness;
  315. bsdf_params[1] = s_roughness;
  316. bsdf_params[2] = metalness;
  317. #endnode
  318. #node BSDF_END
  319. #node_in vec4 color_in
  320. #node_in vec3 specular_in
  321. #node_in vec3 normal
  322. #node_in vec3 s_color
  323. #node_in float metalness
  324. #node_in vec3 e_color
  325. #node_in float emission
  326. nout_color = color_in.rgb + specular_in;
  327. nout_color = mix(nout_color, e_color, emission);
  328. // NOTE: using unused variable to pass shader verification
  329. normal;
  330. #endnode
  331. // REFERENCES:
  332. // microfacet BRDF models:
  333. // http://blog.selfshadow.com/publications/s2013-shading-course/
  334. //
  335. // GGX optimization:
  336. // http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
  337. #node BSDF_COMPUTE
  338. #node_var MAT_USE_TBN_SHADING 0
  339. #node_in vec3 ldir
  340. #node_in vec2 lfac
  341. #node_in vec3 normal
  342. #node_in float norm_fac
  343. #node_in vec4 bsdf_params
  344. #node_out float lfactor
  345. #node_out float sfactor
  346. vec3 norm = normal;
  347. float d_roughness = clamp(bsdf_params[0], _0_0, _1_0);
  348. float s_roughness = clamp(bsdf_params[1], _0_0, _1_0);
  349. // float s_roughness_sq = s_roughness * s_roughness;
  350. float metalness = bsdf_params[2];
  351. vec3 halfway = normalize(nin_eye_dir + ldir);
  352. float dot_nl = (_1_0 - norm_fac) * dot(norm, ldir) + norm_fac;
  353. float dot_lh = (_1_0 - norm_fac) * max(dot(ldir, halfway), _0_0) + norm_fac;
  354. float dot_nh = (_1_0 - norm_fac) * max(dot(normal, halfway), _0_0) + norm_fac;
  355. // diffuse OREN_NAYAR
  356. lfactor = _0_0;
  357. if (lfac.r != _0_0) {
  358. if (d_roughness > _0_0) {
  359. float nv = max(dot(norm, nin_eye_dir), _0_0);
  360. float sigma_sq = d_roughness * d_roughness;
  361. float A = _1_0 - _0_5 * (sigma_sq / (sigma_sq + 0.33));
  362. vec3 l_diff = ldir - dot_nl*norm;
  363. vec3 e_diff = nin_eye_dir - nv*norm;
  364. // handle normalize() and acos() values which may result to
  365. // "undefined behavior"
  366. // (noticeable for "mediump" precision, nin_eye_dir.g some mobile devies)
  367. if (length(l_diff) == _0_0 || length(e_diff) == _0_0 ||
  368. abs(dot_nl) > _1_0 || abs(nv) > _1_0)
  369. // HACK: undefined result of normalize() for this vectors
  370. // remove t-multiplier for zero-length vectors
  371. lfactor = dot_nl * A;
  372. else {
  373. float Lit_A = acos(dot_nl);
  374. float View_A = acos(nv);
  375. vec3 Lit_B = normalize(l_diff);
  376. vec3 View_B = normalize(e_diff);
  377. float a, b;
  378. a = max(Lit_A, View_A);
  379. b = min(Lit_A, View_A);
  380. b *= 0.95;
  381. float t = max(dot(Lit_B, View_B), _0_0);
  382. float B = 0.45 * (sigma_sq / (sigma_sq + 0.09));
  383. lfactor = dot_nl * (A + (B * t * sin(a) * tan(b)));
  384. }
  385. } else
  386. lfactor = dot_nl;
  387. lfactor = max(lfactor, _0_0);
  388. }
  389. // specular GGX
  390. // NOTE: Blender treats roughness as alpha
  391. // D
  392. float alpha = s_roughness;
  393. float alphaSqr = alpha * alpha;
  394. float denom = (dot_nh * alphaSqr - dot_nh) * dot_nh + _1_0; // 2 mad
  395. float D = alphaSqr/(M_PI * denom * denom);
  396. // F
  397. float F_a;
  398. float F_b;
  399. float dot_lh5 = pow(_1_0-dot_lh, 5.0);
  400. F_a = _1_0;
  401. F_b = dot_lh5;
  402. // V
  403. float k = alpha / 2.0;
  404. float k2 = k * k;
  405. float invK2 = _1_0 - k2;
  406. float vis = _1_0 / (dot_lh*dot_lh*invK2 + k2);
  407. F_a *=vis;
  408. F_b *=vis;
  409. float F0 = mix(0.04, _1_0, metalness);
  410. float FV = mix(F_b, F_a, F0);
  411. sfactor = max(dot_nl * D * FV, _0_0);
  412. #endnode
  413. #node BSDF_ANISOTROPIC
  414. #node_in vec3 color
  415. #node_in float roughness
  416. #node_in float anisotropy
  417. #node_in float rotation
  418. #node_in vec3 normal
  419. #node_in vec3 tangent
  420. #node_out vec3 vec
  421. vec = color;
  422. // NOTE: using unused variable to pass shader verification
  423. roughness;
  424. anisotropy;
  425. rotation;
  426. normal;
  427. tangent;
  428. #endnode
  429. #node BSDF_DIFFUSE
  430. #node_var USE_NORMAL_IN 0
  431. #node_in vec3 color_in
  432. #node_in float roughness_in
  433. #node_in vec3 normal_in
  434. #node_out vec3 surface
  435. #node_out vec3 d_color
  436. #node_out float d_roughness
  437. #node_out vec3 s_color
  438. #node_out float s_roughness
  439. #node_out float metalness
  440. #node_out vec3 normal
  441. #node_out vec3 e_color
  442. #node_out float emission
  443. d_color = color_in;
  444. d_roughness = roughness_in;
  445. metalness = _0_0;
  446. emission = _0_0;
  447. # node_if USE_NORMAL_IN
  448. normal = normal_in;
  449. # node_else
  450. normal = nin_normal;
  451. # node_endif
  452. // NOTE: using unused variable to pass shader verification
  453. surface;
  454. s_color;
  455. s_roughness;
  456. e_color;
  457. #endnode
  458. #node BSDF_GLASS
  459. #node_in vec3 color
  460. #node_in float roughness
  461. #node_in float ior
  462. #node_in vec3 normal
  463. #node_out vec3 vec
  464. vec = color;
  465. // NOTE: using unused variable to pass shader verification
  466. roughness;
  467. ior;
  468. normal;
  469. #endnode
  470. #node BSDF_GLOSSY
  471. #node_var USE_NORMAL_IN 0
  472. #node_in vec3 color_in
  473. #node_in float roughness_in
  474. #node_in vec3 normal_in
  475. #node_out vec3 surface
  476. #node_out vec3 d_color
  477. #node_out float d_roughness
  478. #node_out vec3 s_color
  479. #node_out float s_roughness
  480. #node_out float metalness
  481. #node_out vec3 normal
  482. #node_out vec3 e_color
  483. #node_out float emission
  484. s_color = color_in;
  485. s_roughness = roughness_in;
  486. metalness = _1_0;
  487. emission = _0_0;
  488. # node_if USE_NORMAL_IN
  489. normal = normal_in;
  490. # node_else
  491. normal = nin_normal;
  492. # node_endif
  493. // NOTE: using unused variable to pass shader verification
  494. surface;
  495. d_color;
  496. d_roughness;
  497. #endnode
  498. #node BSDF_HAIR
  499. #node_in vec3 color
  500. #node_in float offset
  501. #node_in float roughness_u
  502. #node_in float roughness_v
  503. #node_out vec3 vec
  504. vec = color;
  505. // NOTE: using unused variable to pass shader verification
  506. offset;
  507. roughness_u;
  508. roughness_v;
  509. #endnode
  510. #node BSDF_TRANSPARENT
  511. #node_in vec3 color
  512. #node_out vec3 vec
  513. vec = color;
  514. #endnode
  515. #node BSDF_TRANSLUCENT
  516. #node_in vec3 color
  517. #node_in vec3 normal
  518. #node_out vec3 vec
  519. vec = color;
  520. // NOTE: using unused variable to pass shader verification
  521. normal;
  522. #endnode
  523. #node BSDF_REFRACTION
  524. #node_in vec3 color
  525. #node_in float roughness
  526. #node_in float ior
  527. #node_in vec3 normal
  528. #node_out vec3 vec
  529. vec[0] = vec[1] = vec[2] = _0_0;
  530. // NOTE: using unused variable to pass shader verification
  531. color;
  532. roughness;
  533. ior;
  534. normal;
  535. #endnode
  536. #node BSDF_TOON
  537. #node_in vec3 color
  538. #node_in float size
  539. #node_in float smooth_float
  540. #node_in vec3 normal
  541. #node_out vec3 vec
  542. vec = color;
  543. // NOTE: using unused variable to pass shader verification
  544. size;
  545. smooth_float;
  546. normal;
  547. #endnode
  548. #node BSDF_VELVET
  549. #node_in vec3 color
  550. #node_in float sigma
  551. #node_in vec3 normal
  552. #node_out vec3 vec
  553. vec = color;
  554. // NOTE: using unused variable to pass shader verification
  555. sigma;
  556. normal;
  557. #endnode
  558. #node SUBSURFACE_SCATTERING
  559. #node_in vec3 color
  560. #node_in float scale
  561. #node_in vec3 radius
  562. #node_in float sharpness
  563. #node_in float text_blur
  564. #node_in vec3 normal
  565. #node_out vec3 vec_out
  566. vec_out[0] = vec_out[1] = vec_out[2] = _0_0;
  567. // NOTE: using unused variable to pass shader verification
  568. color;
  569. radius;
  570. sharpness;
  571. text_blur;
  572. normal;
  573. scale;
  574. #endnode
  575. #node EMISSION
  576. #node_in vec3 color_in
  577. #node_in float strength_in
  578. #node_out vec3 surface
  579. #node_out vec3 d_color
  580. #node_out float d_roughness
  581. #node_out vec3 s_color
  582. #node_out float s_roughness
  583. #node_out float metalness
  584. #node_out vec3 normal
  585. #node_out vec3 e_color
  586. #node_out float emission
  587. e_color = strength_in * color_in;
  588. metalness = _0_0;
  589. emission = _1_0;
  590. normal = nin_normal;
  591. // NOTE: using unused variable to pass shader verification
  592. surface;
  593. d_color;
  594. d_roughness;
  595. s_color;
  596. s_roughness;
  597. #endnode
  598. #node AMBIENT_OCCLUSION
  599. #node_in vec3 color
  600. #node_out vec3 vec_out
  601. vec_out[0] = vec_out[1] = vec_out[2] = _0_0;
  602. // NOTE: using unused variable to pass shader verification
  603. color;
  604. #endnode
  605. #node HOLDOUT
  606. #node_out vec3 vec_out
  607. vec_out[0] = vec_out[1] = vec_out[2] = _0_0;
  608. #endnode
  609. #node VOLUME_ABSORPTION
  610. #node_in vec3 color
  611. #node_in float density
  612. #node_out vec3 vec_out
  613. vec_out[0] = vec_out[1] = vec_out[2] = _0_0;
  614. // NOTE: using unused variable to pass shader verification
  615. color;
  616. density;
  617. #endnode
  618. #node VOLUME_SCATTER
  619. #node_in vec3 color
  620. #node_in float density
  621. #node_in float anisotropy
  622. #node_out vec3 vec_out
  623. vec_out[0] = vec_out[1] = vec_out[2] = _0_0;
  624. // NOTE: using unused variable to pass shader verification
  625. color;
  626. density;
  627. anisotropy;
  628. #endnode
  629. #node BUMP
  630. #node_in float strength
  631. #node_in float distance_float
  632. #node_in float height
  633. #node_in vec3 normal
  634. #node_out vec3 normal_out
  635. normal_out = normal;
  636. // NOTE: using unused variable to pass shader verification
  637. strength;
  638. distance_float;
  639. height;
  640. #endnode
  641. #node NORMAL_MAP
  642. #node_var SPACE NM_TANGENT
  643. #node_in float strength
  644. #node_in vec3 color
  645. #node_out vec3 normal_out
  646. vec3 bl_normal = nin_normal;
  647. # node_if SPACE == NM_TANGENT
  648. normal_out = nin_tbn_matrix * (color.xyz - _0_5);
  649. # node_elif SPACE == NM_OBJECT || SPACE == NM_BLENDER_OBJECT
  650. normal_out = color.xyz - _0_5;
  651. normal_out.yz *= -1.0;
  652. normal_out = tsr9_transform_dir(u_model_tsr, normal_out);
  653. # node_elif SPACE == NM_WORLD || SPACE == NM_BLENDER_WORLD
  654. normal_out = color.xyz - _0_5;
  655. normal_out.yz *= -1.0;
  656. # node_endif
  657. normal_out = normalize(mix(bl_normal, normal_out, strength));
  658. #endnode
  659. #node VECT_TRANSFORM
  660. #node_var CONVERT_TYPE VT_WORLD_TO_OBJECT
  661. #node_var VECTOR_TYPE VT_VECTOR
  662. #node_in vec3 vec_in
  663. #node_out vec3 vec_out
  664. #node_if CONVERT_TYPE == VT_WORLD_TO_WORLD || CONVERT_TYPE == VT_OBJECT_TO_OBJECT || CONVERT_TYPE == VT_CAMERA_TO_CAMERA
  665. vec_out = vec_in;
  666. #node_else
  667. # node_if VECTOR_TYPE == VT_POINT
  668. # node_if CONVERT_TYPE == VT_WORLD_TO_CAMERA
  669. vec_out = tsr9_transform(u_view_tsr_frag, vec_in);
  670. # node_elif CONVERT_TYPE == VT_WORLD_TO_OBJECT
  671. vec_out = tsr9_transform(u_model_tsr_inverse, vec_in);
  672. # node_elif CONVERT_TYPE == VT_OBJECT_TO_WORLD
  673. vec_out = tsr9_transform(u_model_tsr, vec_in);
  674. # node_elif CONVERT_TYPE == VT_OBJECT_TO_CAMERA
  675. vec_out = tsr9_transform(u_model_tsr, vec_in);
  676. vec_out = tsr9_transform(u_view_tsr_frag, vec_out);
  677. # node_elif CONVERT_TYPE == VT_CAMERA_TO_WORLD
  678. vec_out = tsr9_transform(u_view_tsr_inverse, vec_in);
  679. # node_elif CONVERT_TYPE == VT_CAMERA_TO_OBJECT
  680. vec_out = tsr9_transform(u_view_tsr_inverse, vec_in);
  681. vec_out = tsr9_transform(u_model_tsr_inverse, vec_out);
  682. # node_endif
  683. # node_else
  684. # node_if CONVERT_TYPE == VT_WORLD_TO_CAMERA
  685. vec_out = tsr9_transform_dir(u_view_tsr_frag, vec_in);
  686. # node_elif CONVERT_TYPE == VT_WORLD_TO_OBJECT
  687. vec_out = tsr9_transform_dir(u_model_tsr_inverse, vec_in);
  688. # node_elif CONVERT_TYPE == VT_OBJECT_TO_WORLD
  689. vec_out = tsr9_transform_dir(u_model_tsr, vec_in);
  690. # node_elif CONVERT_TYPE == VT_OBJECT_TO_CAMERA
  691. vec_out = tsr9_transform_dir(u_model_tsr, vec_in);
  692. vec_out = tsr9_transform_dir(u_view_tsr_frag, vec_out);
  693. # node_elif CONVERT_TYPE == VT_CAMERA_TO_WORLD
  694. vec_out = tsr9_transform_dir(u_view_tsr_inverse, vec_in);
  695. # node_elif CONVERT_TYPE == VT_CAMERA_TO_OBJECT
  696. vec_out = tsr9_transform_dir(u_view_tsr_inverse, vec_in);
  697. vec_out = tsr9_transform_dir(u_model_tsr_inverse, vec_out);
  698. # node_endif
  699. # node_endif
  700. # node_if VECTOR_TYPE == VT_NORMAL
  701. vec_out = normalize(vec_out);
  702. # node_endif
  703. #node_endif
  704. #endnode
  705. #node BLACKBODY
  706. #node_in float temperature
  707. #node_out vec3 vec
  708. vec[0] = vec[1] = vec[2] = _0_0;
  709. // NOTE: using unused variable to pass shader verification
  710. temperature;
  711. #endnode
  712. #node WAVELENGTH
  713. #node_in float wavelength
  714. #node_out vec3 color
  715. color[0] = color[1] = color[2] = _0_0;
  716. // NOTE: using unused variable to pass shader verification
  717. wavelength;
  718. #endnode
  719. #node SEPXYZ
  720. #node_in vec3 xyz
  721. #node_out float x
  722. #node_out float y
  723. #node_out float z
  724. x = xyz[0];
  725. y = xyz[1];
  726. z = xyz[2];
  727. #endnode
  728. #node COMBXYZ
  729. #node_in float x
  730. #node_in float y
  731. #node_in float z
  732. #node_out vec3 xyz
  733. xyz[0] = x;
  734. xyz[1] = y;
  735. xyz[2] = z;
  736. #endnode
  737. #node BRIGHTCONTRAST
  738. #node_in vec3 color
  739. #node_in float brightness
  740. #node_in float contrast
  741. #node_out vec3 color_out
  742. float b = brightness - contrast * _0_5;
  743. color_out = max((_1_0 + contrast) * color + b, vec3(_0_0));
  744. #endnode
  745. #node LIGHT_FALLOFF
  746. #node_in float strength
  747. #node_in float smooth_float
  748. #node_out float quadratic
  749. #node_out float linear
  750. #node_out float constant
  751. quadratic = linear = constant = _0_0;
  752. // NOTE: using unused variable to pass shader verification
  753. strength;
  754. smooth_float;
  755. #endnode
  756. #node TEX_IMAGE
  757. #node_in vec3 vec_in
  758. #node_out vec3 vec
  759. #node_out float alpha
  760. vec[0] = vec[1] = vec[2] = _0_0;
  761. alpha = _1_0;
  762. // NOTE: using unused variable to pass shader verification
  763. vec_in;
  764. #endnode
  765. #node TEX_ENVIRONMENT
  766. #node_in vec3 vec_in
  767. #node_out vec3 vec
  768. vec[0] = vec[1] = vec[2] = _0_0;
  769. // NOTE: using unused variable to pass shader verification
  770. vec_in;
  771. #endnode
  772. #node TEX_SKY
  773. #node_in vec3 vec_in
  774. #node_out vec3 vec
  775. vec[0] = vec[1] = vec[2] = _0_0;
  776. // NOTE: using unused variable to pass shader verification
  777. vec_in;
  778. #endnode
  779. #node TEX_NOISE
  780. #node_in vec3 vec_in
  781. #node_in float scale
  782. #node_in float detail
  783. #node_in float distortion
  784. #node_out vec3 vec
  785. #node_out float factor
  786. vec[0] = vec[1] = vec[2] = _0_0;
  787. factor = _1_0;
  788. // NOTE: using unused variable to pass shader verification
  789. vec_in;
  790. scale;
  791. detail;
  792. distortion;
  793. #endnode
  794. #node TEX_WAVE
  795. #node_in vec3 vec_in
  796. #node_in float scale
  797. #node_in float distortion
  798. #node_in float detail
  799. #node_in float detail_scale
  800. #node_out vec3 vec
  801. #node_out float factor
  802. vec[0] = vec[1] = vec[2] = _0_0;
  803. factor = _1_0;
  804. // NOTE: using unused variable to pass shader verification
  805. vec_in;
  806. scale;
  807. distortion;
  808. detail;
  809. detail_scale;
  810. #endnode
  811. #node TEX_VORONOI
  812. #node_in vec3 vec_in
  813. #node_in float scale
  814. #node_out vec3 vec
  815. #node_out float factor
  816. vec[0] = vec[1] = vec[2] = _0_0;
  817. factor = _1_0;
  818. // NOTE: using unused variable to pass shader verification
  819. vec_in;
  820. scale;
  821. #endnode
  822. #node TEX_MUSGRAVE
  823. #node_in vec3 vec_in
  824. #node_in float scale
  825. #node_in float detail
  826. #node_in float dimension
  827. #node_in float lacunarity
  828. #node_in float offset
  829. #node_in float gain
  830. #node_out vec3 vec
  831. #node_out float factor
  832. vec[0] = vec[1] = vec[2] = _0_0;
  833. factor = _1_0;
  834. // NOTE: using unused variable to pass shader verification
  835. vec_in;
  836. scale;
  837. detail;
  838. dimension;
  839. lacunarity;
  840. offset;
  841. gain;
  842. #endnode
  843. #node TEX_GRADIENT
  844. #node_in vec3 vec_in
  845. #node_out vec3 vec
  846. #node_out float factor
  847. vec[0] = vec[1] = vec[2] = _0_0;
  848. factor = _1_0;
  849. // NOTE: using unused variable to pass shader verification
  850. vec_in;
  851. #endnode
  852. #node TEX_MAGIC
  853. #node_in vec3 vec_in
  854. #node_in float scale
  855. #node_in float distortion
  856. #node_out vec3 vec
  857. #node_out float factor
  858. vec[0] = vec[1] = vec[2] = _0_0;
  859. factor = _1_0;
  860. // NOTE: using unused variable to pass shader verification
  861. vec_in;
  862. scale;
  863. distortion;
  864. #endnode
  865. #node TEX_CHECKER
  866. #node_in vec3 vec_in
  867. #node_in vec3 color_1
  868. #node_in vec3 color_2
  869. #node_in float scale
  870. #node_out vec3 vec
  871. #node_out float factor
  872. vec[0] = vec[1] = vec[2] = _0_0;
  873. factor = _1_0;
  874. // NOTE: using unused variable to pass shader verification
  875. vec_in;
  876. color_1;
  877. color_2;
  878. scale;
  879. #endnode
  880. #node TEX_BRICK
  881. #node_in vec3 vec_in
  882. #node_in vec3 color_1
  883. #node_in vec3 color_2
  884. #node_in vec3 mortar
  885. #node_in float scale
  886. #node_in float mortar_size
  887. #node_in float bias
  888. #node_in float brick_width
  889. #node_in float row_heig
  890. #node_out vec3 vec
  891. #node_out float factor
  892. vec[0] = vec[1] = vec[2] = _0_0;
  893. factor = _1_0;
  894. // NOTE: using unused variable to pass shader verification
  895. vec_in;
  896. color_1;
  897. color_2;
  898. mortar;
  899. scale;
  900. mortar_size;
  901. bias;
  902. brick_width;
  903. row_heig;
  904. #endnode
  905. #node ADD_SHADER
  906. #node_in vec3 color1
  907. #node_in vec3 color2
  908. #node_out vec3 color
  909. color = clamp(color1 + color2, vec3(_0_0), vec3(_1_0));
  910. #endnode
  911. #node MIX_SHADER
  912. #node_in float factor
  913. #node_in vec3 shader1
  914. #node_in vec3 shader2
  915. #node_in vec3 d_color1
  916. #node_in float d_roughness1
  917. #node_in vec3 s_color1
  918. #node_in float s_roughness1
  919. #node_in float metalness1
  920. #node_in vec3 normal1
  921. #node_in vec3 e_color1
  922. #node_in float emission1
  923. #node_in vec3 d_color2
  924. #node_in float d_roughness2
  925. #node_in vec3 s_color2
  926. #node_in float s_roughness2
  927. #node_in float metalness2
  928. #node_in vec3 normal2
  929. #node_in vec3 e_color2
  930. #node_in float emission2
  931. #node_out vec3 shader_out
  932. #node_out vec3 d_color_out
  933. #node_out float d_roughness_out
  934. #node_out vec3 s_color_out
  935. #node_out float s_roughness_out
  936. #node_out float metalness_out
  937. #node_out vec3 normal_out
  938. #node_out vec3 e_color_out
  939. #node_out float emission_out
  940. float clamped_factor = clamp(factor, _0_0, _1_0);
  941. d_color_out = mix(d_color1, d_color2, clamped_factor);
  942. d_roughness_out = mix(d_roughness1, d_roughness2, clamped_factor);
  943. if (metalness1 > _0_0) {
  944. if (metalness2 > _0_0) {
  945. s_color_out = mix(s_color1, s_color2, clamped_factor);
  946. s_roughness_out = mix(s_roughness1, s_roughness2, clamped_factor);
  947. } else {
  948. s_color_out = s_color1;
  949. s_roughness_out = s_roughness1;
  950. }
  951. } else {
  952. s_color_out = s_color2;
  953. s_roughness_out = s_roughness2;
  954. }
  955. if (emission1 > _0_0) {
  956. if (emission2 > _0_0) {
  957. e_color_out = mix(e_color1, e_color2, clamped_factor);
  958. // emission_out = mix(emission1, emission2, clamped_factor);
  959. } else {
  960. e_color_out = e_color1;
  961. // emission_out = emission1;
  962. }
  963. } else {
  964. e_color_out = e_color2;
  965. // emission_out = emission2;
  966. }
  967. metalness_out = mix(metalness1, metalness2, clamped_factor);
  968. normal_out = mix(normal1, normal2, clamped_factor);
  969. emission_out = mix(emission1, emission2, clamped_factor);
  970. #endnode
  971. #node UV_MERGED
  972. #node_out vec3 uv_geom
  973. #node_out vec3 uv_cycles
  974. #node_if USE_OUT_uv_geom
  975. uv_geom = uv_to_vec(v_texcoord);
  976. #node_endif
  977. #node_if USE_OUT_uv_cycles
  978. uv_cycles = vec3(v_texcoord, _0_0);
  979. #node_endif
  980. #endnode
  981. #node TEX_COORD_UV
  982. #node_out vec3 uv
  983. uv = vec3(v_texcoord, _0_0);
  984. #endnode
  985. #node TEX_COORD_NO
  986. #node_out vec3 normal_out
  987. normal_out = nin_normal;
  988. #endnode
  989. #node TEX_COORD_GE
  990. #node_out vec3 generated
  991. generated = vec3(v_texcoord, _0_0);
  992. #endnode
  993. #node TEX_COORD_OB
  994. #node_out vec3 vec_out
  995. vec_out[0] = vec_out[1] = vec_out[2] = _1_0;
  996. #endnode
  997. #node TEX_COORD_CA
  998. #node_out vec3 camera_out
  999. camera_out[0] = nin_pos_view[0];
  1000. camera_out[1] = nin_pos_view[1];
  1001. camera_out[2] = _1_0;
  1002. #endnode
  1003. #node TEX_COORD_WI
  1004. #node_out vec3 vec_out
  1005. vec_out[0] = vec_out[1] = vec_out[2] = _1_0;
  1006. #endnode
  1007. #node TEX_COORD_RE
  1008. #node_out vec3 vec_out
  1009. vec_out[0] = vec_out[1] = vec_out[2] = _1_0;
  1010. #endnode
  1011. #node UVMAP
  1012. #node_out vec3 uv
  1013. uv = vec3(v_texcoord, _0_0);
  1014. #endnode
  1015. #node PARTICLE_INFO
  1016. #node_out float index
  1017. #node_out float age
  1018. #node_out float lifetime
  1019. #node_out vec3 location
  1020. #node_out float size
  1021. #node_out vec3 velocity
  1022. #node_out vec3 angular_velocity
  1023. // v_p_params -> indices, time, lifetimes, sizes
  1024. #node_param optional GLSL_IN vec4 v_p_params
  1025. #node_param optional GLSL_IN vec3 v_p_location
  1026. #node_param optional GLSL_IN vec3 v_p_vel
  1027. #node_param optional GLSL_IN vec3 v_p_a_vel
  1028. #node_if PARTICLE_BATCH
  1029. # node_if USE_OUT_index
  1030. index = v_p_params[0];
  1031. # node_endif
  1032. # node_if USE_OUT_age
  1033. age = v_p_params[1];
  1034. # node_endif
  1035. # node_if USE_OUT_lifetime
  1036. lifetime = v_p_params[2];
  1037. # node_endif
  1038. # node_if USE_OUT_location
  1039. location = v_p_location;
  1040. # node_endif
  1041. # node_if USE_OUT_size
  1042. size = v_p_params[3];
  1043. # node_endif
  1044. # node_if USE_OUT_velocity
  1045. velocity = v_p_vel;
  1046. # node_endif
  1047. # node_if USE_OUT_angular_velocity
  1048. angular_velocity = v_p_a_vel;
  1049. # node_endif
  1050. #node_else
  1051. index = _0_0;
  1052. age = _0_0;
  1053. lifetime = _0_0;
  1054. location = vec3(_0_0);
  1055. size = _0_0;
  1056. velocity = location;
  1057. angular_velocity = location;
  1058. #node_endif
  1059. #endnode
  1060. #node HAIR_INFO
  1061. #node_out float is_strand
  1062. #node_out float intercept
  1063. #node_out float thickness
  1064. #node_out vec3 tangent_normal
  1065. is_strand = _0_0;
  1066. intercept = _0_0;
  1067. thickness = _0_0;
  1068. tangent_normal = vec3(_0_0);
  1069. #endnode
  1070. #node OBJECT_INFO
  1071. #node_out vec3 location
  1072. #node_out float object_index
  1073. #node_out float material_index
  1074. #node_out float random
  1075. object_index = _0_0;
  1076. material_index = _0_0;
  1077. random = _0_0;
  1078. location = vec3(_0_0);
  1079. #endnode
  1080. #node WIREFRAME
  1081. #node_in float size
  1082. #node_out float factor
  1083. factor = size;
  1084. #endnode
  1085. #node TANGENT
  1086. #node_out vec3 tangent
  1087. tangent = vec3(_0_0);
  1088. #endnode
  1089. #node LAYER_WEIGHT
  1090. #node_in float blend
  1091. #node_in vec3 normal
  1092. #node_out float fresnel
  1093. #node_out float facing
  1094. fresnel = facing = _0_0;
  1095. // NOTE: using unused variable to pass shader verification
  1096. normal;
  1097. blend;
  1098. #endnode
  1099. #node LIGHT_PATH
  1100. #node_out float is_camera_ray
  1101. #node_out float is_shadow_ray
  1102. #node_out float is_diffuse_ray
  1103. #node_out float is_glossy_ray
  1104. #node_out float is_singular_ray
  1105. #node_out float is_reflection_ray
  1106. #node_out float is_transmisson_ray
  1107. #node_out float ray_length
  1108. #node_out float ray_depth
  1109. #node_out float transparent_depth
  1110. is_camera_ray = is_shadow_ray = is_diffuse_ray = _0_0;
  1111. is_glossy_ray = is_singular_ray = is_reflection_ray = _0_0;
  1112. is_transmisson_ray = is_transmisson_ray = ray_depth = transparent_depth = _0_0;
  1113. ray_length = _0_0;
  1114. #endnode
  1115. #node ATTRIBUTE
  1116. #node_out vec3 color
  1117. #node_out vec3 vec_out
  1118. #node_out float factor
  1119. color = vec_out = vec3(_0_0);
  1120. factor = _0_0;
  1121. #endnode
  1122. #node SCRIPT
  1123. #endnode
  1124. #node CURVE_VEC
  1125. #node_var READ_R 0
  1126. #node_var READ_G 0
  1127. #node_var READ_B 0
  1128. #node_var NODE_TEX_ROW 0.0
  1129. #node_in float factor
  1130. #node_in vec3 vec_in
  1131. #node_out vec3 vec
  1132. vec = vec_in;
  1133. #node_if READ_R
  1134. vec.r = (GLSL_TEXTURE(u_nodes_texture, vec2(0.5 * vec_in.r + 0.5, NODE_TEX_ROW)).r - 0.5) * 2.0;
  1135. #node_endif
  1136. #node_if READ_G
  1137. vec.g = (GLSL_TEXTURE(u_nodes_texture, vec2(0.5 * vec_in.g + 0.5, NODE_TEX_ROW)).g - 0.5) * 2.0;
  1138. #node_endif
  1139. #node_if READ_B
  1140. vec.b = (GLSL_TEXTURE(u_nodes_texture, vec2(0.5 * vec_in.b + 0.5, NODE_TEX_ROW)).b - 0.5) * 2.0;
  1141. #node_endif
  1142. vec = mix(vec_in, vec, factor);
  1143. #endnode
  1144. #node CURVE_RGB
  1145. #node_var READ_A 0
  1146. #node_var READ_R 0
  1147. #node_var READ_G 0
  1148. #node_var READ_B 0
  1149. #node_var NODE_TEX_ROW 0.0
  1150. #node_in float factor
  1151. #node_in vec3 vec_in
  1152. #node_out vec3 vec
  1153. #node_if READ_A
  1154. float r = GLSL_TEXTURE(u_nodes_texture, vec2(vec_in.r, NODE_TEX_ROW)).a;
  1155. float g = GLSL_TEXTURE(u_nodes_texture, vec2(vec_in.g, NODE_TEX_ROW)).a;
  1156. float b = GLSL_TEXTURE(u_nodes_texture, vec2(vec_in.b, NODE_TEX_ROW)).a;
  1157. #node_else
  1158. float r = vec_in.r;
  1159. float g = vec_in.g;
  1160. float b = vec_in.b;
  1161. #node_endif
  1162. #node_if READ_R
  1163. vec.r = GLSL_TEXTURE(u_nodes_texture, vec2(r, NODE_TEX_ROW)).r;
  1164. #node_else
  1165. vec.r = r;
  1166. #node_endif
  1167. #node_if READ_G
  1168. vec.g = GLSL_TEXTURE(u_nodes_texture, vec2(g, NODE_TEX_ROW)).g;
  1169. #node_else
  1170. vec.g = g;
  1171. #node_endif
  1172. #node_if READ_B
  1173. vec.b = GLSL_TEXTURE(u_nodes_texture, vec2(b, NODE_TEX_ROW)).b;
  1174. #node_else
  1175. vec.b = b;
  1176. #node_endif
  1177. vec = mix(vec_in, vec, factor);
  1178. #endnode
  1179. // ColorRamp node
  1180. #node VALTORGB
  1181. #node_var NODE_TEX_ROW 0.0
  1182. #node_in float factor
  1183. #node_out vec3 color
  1184. #node_out float alpha
  1185. vec4 texval = GLSL_TEXTURE(u_nodes_texture, vec2(factor, NODE_TEX_ROW));
  1186. color = texval.rgb;
  1187. alpha = texval.a;
  1188. #endnode
  1189. #node MAPPING
  1190. #node_var MAPPING_SCALE_DEF 0
  1191. #node_var MAPPING_SCALE vec3(1.0)
  1192. #node_var MAPPING_TRANS_DEF 0
  1193. #node_var MAPPING_TRANS vec3(0.0)
  1194. #node_var MAPPING_TRS_MATRIX_DEF 0
  1195. #node_var MAPPING_TRS_MATRIX mat4(1.0)
  1196. #node_var MAPPING_MIN_CLIP_DEF 0
  1197. #node_var MAPPING_MIN_CLIP vec3(0.0)
  1198. #node_var MAPPING_MAX_CLIP_DEF 0
  1199. #node_var MAPPING_MAX_CLIP vec3(1.0)
  1200. #node_var MAPPING_IS_NORMAL 0
  1201. #node_in vec3 vec_in
  1202. #node_out vec3 vec
  1203. vec = vec_in;
  1204. # node_if MAPPING_SCALE_DEF
  1205. vec = vec * MAPPING_SCALE;
  1206. # node_endif
  1207. # node_if MAPPING_TRANS_DEF
  1208. vec = vec + MAPPING_TRANS;
  1209. # node_endif
  1210. # node_if MAPPING_TRS_MATRIX_DEF
  1211. vec = (MAPPING_TRS_MATRIX * vec4(vec, _1_0)).xyz;
  1212. # node_endif
  1213. # node_if MAPPING_MIN_CLIP_DEF
  1214. vec = max(vec, MAPPING_MIN_CLIP);
  1215. # node_endif
  1216. # node_if MAPPING_MAX_CLIP_DEF
  1217. vec = min(vec, MAPPING_MAX_CLIP);
  1218. # node_endif
  1219. # node_if MAPPING_IS_NORMAL
  1220. vec = normalize(vec);
  1221. # node_endif
  1222. #endnode
  1223. #node MATH_ADD
  1224. #node_var MATH_USE_CLAMP 0
  1225. #node_in float val_in1
  1226. #node_in float val_in2
  1227. #node_out float val
  1228. val = val_in1 + val_in2;
  1229. # node_if MATH_USE_CLAMP
  1230. val = clamp(val, _0_0, _1_0);
  1231. # node_endif
  1232. #endnode
  1233. #node MATH_SUBTRACT
  1234. #node_var MATH_USE_CLAMP 0
  1235. #node_in float val_in1
  1236. #node_in float val_in2
  1237. #node_out float val
  1238. val = val_in1 - val_in2;
  1239. # node_if MATH_USE_CLAMP
  1240. val = clamp(val, _0_0, _1_0);
  1241. # node_endif
  1242. #endnode
  1243. #node MATH_MULTIPLY
  1244. #node_var MATH_USE_CLAMP 0
  1245. #node_in float val_in1
  1246. #node_in float val_in2
  1247. #node_out float val
  1248. val = val_in1 * val_in2;
  1249. # node_if MATH_USE_CLAMP
  1250. val = clamp(val, _0_0, _1_0);
  1251. # node_endif
  1252. #endnode
  1253. #node MATH_DIVIDE
  1254. #node_var MATH_USE_CLAMP 0
  1255. #node_in float val_in1
  1256. #node_in float val_in2
  1257. #node_out float val
  1258. val = (val_in2 != _0_0) ? val_in1/val_in2 : _0_0;
  1259. # node_if MATH_USE_CLAMP
  1260. val = clamp(val, _0_0, _1_0);
  1261. # node_endif
  1262. #endnode
  1263. #node MATH_SINE
  1264. #node_var MATH_USE_CLAMP 0
  1265. #node_in float val_in1
  1266. #node_in float val_in2
  1267. #node_out float val
  1268. val = sin(val_in1);
  1269. # node_if MATH_USE_CLAMP
  1270. val = clamp(val, _0_0, _1_0);
  1271. # node_endif
  1272. // NOTE: using unused variable to pass shader verification
  1273. val_in2;
  1274. #endnode
  1275. #node MATH_COSINE
  1276. #node_var MATH_USE_CLAMP 0
  1277. #node_in float val_in1
  1278. #node_in float val_in2
  1279. #node_out float val
  1280. val = cos(val_in1);
  1281. # node_if MATH_USE_CLAMP
  1282. val = clamp(val, _0_0, _1_0);
  1283. # node_endif
  1284. // NOTE: using unused variable to pass shader verification
  1285. val_in2;
  1286. #endnode
  1287. #node MATH_TANGENT
  1288. #node_var MATH_USE_CLAMP 0
  1289. #node_in float val_in1
  1290. #node_in float val_in2
  1291. #node_out float val
  1292. val = tan(val_in1);
  1293. # node_if MATH_USE_CLAMP
  1294. val = clamp(val, _0_0, _1_0);
  1295. # node_endif
  1296. // NOTE: using unused variable to pass shader verification
  1297. val_in2;
  1298. #endnode
  1299. #node MATH_ARCSINE
  1300. #node_var MATH_USE_CLAMP 0
  1301. #node_in float val_in1
  1302. #node_in float val_in2
  1303. #node_out float val
  1304. val = (val_in1 <= _1_0 && val_in1 >= -_1_0) ? asin(val_in1) : _0_0;
  1305. # node_if MATH_USE_CLAMP
  1306. val = clamp(val, _0_0, _1_0);
  1307. # node_endif
  1308. // NOTE: using unused variable to pass shader verification
  1309. val_in2;
  1310. #endnode
  1311. #node MATH_ARCCOSINE
  1312. #node_var MATH_USE_CLAMP 0
  1313. #node_in float val_in1
  1314. #node_in float val_in2
  1315. #node_out float val
  1316. val = (val_in1 <= _1_0 && val_in1 >= -_1_0) ? acos(val_in1) : _0_0;
  1317. # node_if MATH_USE_CLAMP
  1318. val = clamp(val, _0_0, _1_0);
  1319. # node_endif
  1320. // NOTE: using unused variable to pass shader verification
  1321. val_in2;
  1322. #endnode
  1323. #node MATH_ARCTANGENT
  1324. #node_var MATH_USE_CLAMP 0
  1325. #node_in float val_in1
  1326. #node_in float val_in2
  1327. #node_out float val
  1328. val = atan(val_in1);
  1329. # node_if MATH_USE_CLAMP
  1330. val = clamp(val, _0_0, _1_0);
  1331. # node_endif
  1332. // NOTE: using unused variable to pass shader verification
  1333. val_in2;
  1334. #endnode
  1335. #node MATH_POWER
  1336. #node_var MATH_USE_CLAMP 0
  1337. #node_in float val_in1
  1338. #node_in float val_in2
  1339. #node_out float val
  1340. if (val_in1 < _0_0 && val_in2 != floor(val_in2))
  1341. val = _0_0;
  1342. else if (val_in2 == _0_0)
  1343. // NOTE: x^0 -> 1, including 0^0,
  1344. // see 'Two Notes on Notation' by Donald E. Knuth, p. 6:
  1345. // http://arxiv.org/abs/math/9205211
  1346. val = _1_0;
  1347. else if (val_in1 < _0_0)
  1348. val = mix(_1_0, -_1_0, sign(mod(-val_in2, 2.0))) * pow(-val_in1, val_in2);
  1349. else if (val_in1 == _0_0)
  1350. val = _0_0;
  1351. else
  1352. val = pow(val_in1, val_in2);
  1353. # node_if MATH_USE_CLAMP
  1354. val = clamp(val, _0_0, _1_0);
  1355. # node_endif
  1356. #endnode
  1357. #node MATH_LOGARITHM
  1358. #node_var MATH_USE_CLAMP 0
  1359. #node_in float val_in1
  1360. #node_in float val_in2
  1361. #node_out float val
  1362. val = (val_in1 > _0_0 && val_in2 > _0_0) ?
  1363. log2(val_in1) / log2(val_in2) : _0_0;
  1364. # node_if MATH_USE_CLAMP
  1365. val = clamp(val, _0_0, _1_0);
  1366. # node_endif
  1367. #endnode
  1368. #node MATH_MINIMUM
  1369. #node_var MATH_USE_CLAMP 0
  1370. #node_in float val_in1
  1371. #node_in float val_in2
  1372. #node_out float val
  1373. val = min(val_in1, val_in2);
  1374. # node_if MATH_USE_CLAMP
  1375. val = clamp(val, _0_0, _1_0);
  1376. # node_endif
  1377. #endnode
  1378. #node MATH_MAXIMUM
  1379. #node_var MATH_USE_CLAMP 0
  1380. #node_in float val_in1
  1381. #node_in float val_in2
  1382. #node_out float val
  1383. val = max(val_in1, val_in2);
  1384. # node_if MATH_USE_CLAMP
  1385. val = clamp(val, _0_0, _1_0);
  1386. # node_endif
  1387. #endnode
  1388. #node MATH_ROUND
  1389. #node_var MATH_USE_CLAMP 0
  1390. #node_in float val_in1
  1391. #node_in float val_in2
  1392. #node_out float val
  1393. val = floor(val_in1 + _0_5);
  1394. # node_if MATH_USE_CLAMP
  1395. val = clamp(val, _0_0, _1_0);
  1396. # node_endif
  1397. // NOTE: using unused variable to pass shader verification
  1398. val_in2;
  1399. #endnode
  1400. #node MATH_LESS_THAN
  1401. #node_var MATH_USE_CLAMP 0
  1402. #node_in float val_in1
  1403. #node_in float val_in2
  1404. #node_out float val
  1405. val = (val_in1 < val_in2) ? _1_0 : _0_0;
  1406. # node_if MATH_USE_CLAMP
  1407. val = clamp(val, _0_0, _1_0);
  1408. # node_endif
  1409. #endnode
  1410. #node MATH_GREATER_THAN
  1411. #node_var MATH_USE_CLAMP 0
  1412. #node_in float val_in1
  1413. #node_in float val_in2
  1414. #node_out float val
  1415. val = (val_in1 > val_in2) ? _1_0 : _0_0;
  1416. # node_if MATH_USE_CLAMP
  1417. val = clamp(val, _0_0, _1_0);
  1418. # node_endif
  1419. #endnode
  1420. #node MATH_MODULO
  1421. #node_var MATH_USE_CLAMP 0
  1422. #node_in float val_in1
  1423. #node_in float val_in2
  1424. #node_out float val
  1425. val = abs(val_in2) > 0.000001 ? mod(val_in1, val_in2) : _0_0;
  1426. # node_if MATH_USE_CLAMP
  1427. val = clamp(val, _0_0, _1_0);
  1428. # node_endif
  1429. #endnode
  1430. #node MATH_ABSOLUTE
  1431. #node_var MATH_USE_CLAMP 0
  1432. #node_in float val_in1
  1433. #node_in float val_in2
  1434. #node_out float val
  1435. val = abs(val_in1);
  1436. # node_if MATH_USE_CLAMP
  1437. val = clamp(val, _0_0, _1_0);
  1438. # node_endif
  1439. // NOTE: using unused variable to pass shader verification
  1440. val_in2;
  1441. #endnode
  1442. #node MIX_RGB_MIX
  1443. #node_var MIX_RGB_USE_CLAMP 0
  1444. #node_in float factor
  1445. #node_in vec3 color1
  1446. #node_in vec3 color2
  1447. #node_out vec3 color
  1448. float clamped_factor = clamp(factor, _0_0, _1_0);
  1449. color = mix(color1, color2, clamped_factor);
  1450. # node_if MIX_RGB_USE_CLAMP
  1451. color = clamp(color, _0_0, _1_0);
  1452. # node_endif
  1453. #endnode
  1454. #node MIX_RGB_ADD
  1455. #node_var MIX_RGB_USE_CLAMP 0
  1456. #node_in float factor
  1457. #node_in vec3 color1
  1458. #node_in vec3 color2
  1459. #node_out vec3 color
  1460. float clamped_factor = clamp(factor, _0_0, _1_0);
  1461. color = mix(color1, color1 + color2, clamped_factor);
  1462. # node_if MIX_RGB_USE_CLAMP
  1463. color = clamp(color, _0_0, _1_0);
  1464. # node_endif
  1465. #endnode
  1466. #node MIX_RGB_MULTIPLY
  1467. #node_var MIX_RGB_USE_CLAMP 0
  1468. #node_in float factor
  1469. #node_in vec3 color1
  1470. #node_in vec3 color2
  1471. #node_out vec3 color
  1472. float clamped_factor = clamp(factor, _0_0, _1_0);
  1473. color = mix(color1, color1 * color2, clamped_factor);
  1474. # node_if MIX_RGB_USE_CLAMP
  1475. color = clamp(color, _0_0, _1_0);
  1476. # node_endif
  1477. #endnode
  1478. #node MIX_RGB_SUBTRACT
  1479. #node_var MIX_RGB_USE_CLAMP 0
  1480. #node_in float factor
  1481. #node_in vec3 color1
  1482. #node_in vec3 color2
  1483. #node_out vec3 color
  1484. float clamped_factor = clamp(factor, _0_0, _1_0);
  1485. color = mix(color1, color1 - color2, clamped_factor);
  1486. # node_if MIX_RGB_USE_CLAMP
  1487. color = clamp(color, _0_0, _1_0);
  1488. # node_endif
  1489. #endnode
  1490. #node MIX_RGB_SCREEN
  1491. #node_var MIX_RGB_USE_CLAMP 0
  1492. #node_in float factor
  1493. #node_in vec3 color1
  1494. #node_in vec3 color2
  1495. #node_out vec3 color
  1496. float clamped_factor = clamp(factor, _0_0, _1_0);
  1497. float factorm = _1_0 - clamped_factor;
  1498. color = vec3(_1_0) - (vec3(factorm) + clamped_factor*(vec3(_1_0) - color2)) *
  1499. (vec3(_1_0) - color1);
  1500. # node_if MIX_RGB_USE_CLAMP
  1501. color = clamp(color, _0_0, _1_0);
  1502. # node_endif
  1503. #endnode
  1504. #node MIX_RGB_DIVIDE
  1505. #node_var MIX_RGB_USE_CLAMP 0
  1506. #node_in float factor
  1507. #node_in vec3 color1
  1508. #node_in vec3 color2
  1509. #node_out vec3 color
  1510. float clamped_factor = clamp(factor, _0_0, _1_0);
  1511. float factorm = _1_0 - clamped_factor;
  1512. color2 += step(color2, vec3(_0_0));
  1513. color = factorm*color1 + clamped_factor*color1/color2;
  1514. # node_if MIX_RGB_USE_CLAMP
  1515. color = clamp(color, _0_0, _1_0);
  1516. # node_endif
  1517. #endnode
  1518. #node MIX_RGB_DIFFERENCE
  1519. #node_var MIX_RGB_USE_CLAMP 0
  1520. #node_in float factor
  1521. #node_in vec3 color1
  1522. #node_in vec3 color2
  1523. #node_out vec3 color
  1524. float clamped_factor = clamp(factor, _0_0, _1_0);
  1525. color = mix(color1, abs(color1 - color2), clamped_factor);
  1526. # node_if MIX_RGB_USE_CLAMP
  1527. color = clamp(color, _0_0, _1_0);
  1528. # node_endif
  1529. #endnode
  1530. #node MIX_RGB_DARKEN
  1531. #node_var MIX_RGB_USE_CLAMP 0
  1532. #node_in float factor
  1533. #node_in vec3 color1
  1534. #node_in vec3 color2
  1535. #node_out vec3 color
  1536. float clamped_factor = clamp(factor, _0_0, _1_0);
  1537. color = min(color1.rgb, color2.rgb * clamped_factor);
  1538. # node_if MIX_RGB_USE_CLAMP
  1539. color = clamp(color, _0_0, _1_0);
  1540. # node_endif
  1541. #endnode
  1542. #node MIX_RGB_LIGHTEN
  1543. #node_var MIX_RGB_USE_CLAMP 0
  1544. #node_in float factor
  1545. #node_in vec3 color1
  1546. #node_in vec3 color2
  1547. #node_out vec3 color
  1548. float clamped_factor = clamp(factor, _0_0, _1_0);
  1549. color = max(color1.rgb, color2.rgb * clamped_factor);
  1550. # node_if MIX_RGB_USE_CLAMP
  1551. color = clamp(color, _0_0, _1_0);
  1552. # node_endif
  1553. #endnode
  1554. #node MIX_RGB_OVERLAY
  1555. #node_var MIX_RGB_USE_CLAMP 0
  1556. #node_in float factor
  1557. #node_in vec3 color1
  1558. #node_in vec3 color2
  1559. #node_out vec3 color
  1560. float clamped_factor = clamp(factor, _0_0, _1_0);
  1561. vec3 f_vec = vec3(_1_0 - clamped_factor);
  1562. color = mix(color1 * (f_vec + 2.0*clamped_factor*color2),
  1563. vec3(_1_0) - (f_vec + 2.0*clamped_factor*(vec3(_1_0) - color2)) * (vec3(_1_0) - color1),
  1564. step(_0_5, color1));
  1565. # node_if MIX_RGB_USE_CLAMP
  1566. color = clamp(color, _0_0, _1_0);
  1567. # node_endif
  1568. #endnode
  1569. #node MIX_RGB_DODGE
  1570. #node_var MIX_RGB_USE_CLAMP 0
  1571. #node_in float factor
  1572. #node_in vec3 color1
  1573. #node_in vec3 color2
  1574. #node_out vec3 color
  1575. float clamped_factor = clamp(factor, _0_0, _1_0);
  1576. vec3 tmp = vec3(_1_0) - clamped_factor * color2;
  1577. vec3 tmp1 = clamp(color1 / tmp, _0_0, _1_0);
  1578. color = mix(mix(tmp1, vec3(_1_0), step(tmp, vec3(_0_0))), color1, step(color1, vec3(_0_0)));
  1579. # node_if MIX_RGB_USE_CLAMP
  1580. color = clamp(color, _0_0, _1_0);
  1581. # node_endif
  1582. #endnode
  1583. #node MIX_RGB_BURN
  1584. #node_var MIX_RGB_USE_CLAMP 0
  1585. #node_in float factor
  1586. #node_in vec3 color1
  1587. #node_in vec3 color2
  1588. #node_out vec3 color
  1589. float clamped_factor = clamp(factor, _0_0, _1_0);
  1590. vec3 facm = vec3(_1_0 - clamped_factor);
  1591. vec3 tmp = facm + clamped_factor*color2;
  1592. vec3 tmp1 = clamp(vec3(_1_0) - (vec3(_1_0) - color1) / tmp, _0_0, _1_0);
  1593. color = mix(tmp1, vec3(_0_0), step(tmp, vec3(_0_0)));
  1594. # node_if MIX_RGB_USE_CLAMP
  1595. color = clamp(color, _0_0, _1_0);
  1596. # node_endif
  1597. #endnode
  1598. #node MIX_RGB_HUE
  1599. #node_var MIX_RGB_USE_CLAMP 0
  1600. #node_in float factor
  1601. #node_in vec3 color1
  1602. #node_in vec3 color2
  1603. #node_out vec3 color
  1604. float clamped_factor = clamp(factor, _0_0, _1_0);
  1605. vec3 hsv, hsv2, tmp;
  1606. color = color1;
  1607. hsv2 = rgb_to_hsv(color2);
  1608. if (hsv2.y != _0_0) {
  1609. hsv = rgb_to_hsv(color);
  1610. hsv.x = hsv2.x;
  1611. tmp = hsv_to_rgb(hsv);
  1612. color = mix(color, tmp, clamped_factor);
  1613. }
  1614. # node_if MIX_RGB_USE_CLAMP
  1615. color = clamp(color, _0_0, _1_0);
  1616. # node_endif
  1617. #endnode
  1618. #node MIX_RGB_SATURATION
  1619. #node_var MIX_RGB_USE_CLAMP 0
  1620. #node_in float factor
  1621. #node_in vec3 color1
  1622. #node_in vec3 color2
  1623. #node_out vec3 color
  1624. float clamped_factor = clamp(factor, _0_0, _1_0);
  1625. float factorm = _1_0 - clamped_factor;
  1626. color = color1;
  1627. vec3 hsv, hsv2;
  1628. hsv = rgb_to_hsv(color);
  1629. if (hsv.y != _0_0) {
  1630. hsv2 = rgb_to_hsv(color2);
  1631. hsv.y = factorm*hsv.y + clamped_factor*hsv2.y;
  1632. color = hsv_to_rgb(hsv);
  1633. }
  1634. # node_if MIX_RGB_USE_CLAMP
  1635. color = clamp(color, _0_0, _1_0);
  1636. # node_endif
  1637. #endnode
  1638. #node MIX_RGB_VALUE
  1639. #node_var MIX_RGB_USE_CLAMP 0
  1640. #node_in float factor
  1641. #node_in vec3 color1
  1642. #node_in vec3 color2
  1643. #node_out vec3 color
  1644. float clamped_factor = clamp(factor, _0_0, _1_0);
  1645. float factorm = _1_0 - clamped_factor;
  1646. vec3 hsv, hsv2;
  1647. hsv = rgb_to_hsv(color1);
  1648. hsv2 = rgb_to_hsv(color2);
  1649. hsv.z = factorm*hsv.z + clamped_factor*hsv2.z;
  1650. color = hsv_to_rgb(hsv);
  1651. # node_if MIX_RGB_USE_CLAMP
  1652. color = clamp(color, _0_0, _1_0);
  1653. # node_endif
  1654. #endnode
  1655. #node MIX_RGB_COLOR
  1656. #node_var MIX_RGB_USE_CLAMP 0
  1657. #node_in float factor
  1658. #node_in vec3 color1
  1659. #node_in vec3 color2
  1660. #node_out vec3 color
  1661. float clamped_factor = clamp(factor, _0_0, _1_0);
  1662. vec3 hsv, hsv2, tmp;
  1663. color = color1;
  1664. hsv2 = rgb_to_hsv(color2);
  1665. if (hsv2.y != _0_0) {
  1666. hsv = rgb_to_hsv(color);
  1667. hsv.x = hsv2.x;
  1668. hsv.y = hsv2.y;
  1669. tmp = hsv_to_rgb(hsv);
  1670. color = mix(color, tmp, clamped_factor);
  1671. }
  1672. # node_if MIX_RGB_USE_CLAMP
  1673. color = clamp(color, _0_0, _1_0);
  1674. # node_endif
  1675. #endnode
  1676. #node MIX_RGB_SOFT_LIGHT
  1677. #node_var MIX_RGB_USE_CLAMP 0
  1678. #node_in float factor
  1679. #node_in vec3 color1
  1680. #node_in vec3 color2
  1681. #node_out vec3 color
  1682. float clamped_factor = clamp(factor, _0_0, _1_0);
  1683. float factorm = _1_0 - clamped_factor;
  1684. vec3 scr = color2 + color1 - color2 * color1;
  1685. color = color1 * (vec3(factorm) + vec3(clamped_factor) * ((vec3(_1_0) - color1)*color2 + scr));
  1686. # node_if MIX_RGB_USE_CLAMP
  1687. color = clamp(color, _0_0, _1_0);
  1688. # node_endif
  1689. #endnode
  1690. #node MIX_RGB_LINEAR_LIGHT
  1691. #node_var MIX_RGB_USE_CLAMP 0
  1692. #node_in float factor
  1693. #node_in vec3 color1
  1694. #node_in vec3 color2
  1695. #node_out vec3 color
  1696. float clamped_factor = clamp(factor, _0_0, _1_0);
  1697. color = color1 + clamped_factor * (2.0 * color2 - vec3(_1_0));
  1698. # node_if MIX_RGB_USE_CLAMP
  1699. color = clamp(color, _0_0, _1_0);
  1700. # node_endif
  1701. #endnode
  1702. #node OUTPUT
  1703. #node_in vec3 color_in
  1704. #node_in float alpha_in
  1705. nout_color = color_in;
  1706. nout_alpha = alpha_in;
  1707. #endnode
  1708. #node MATERIAL_BEGIN
  1709. #node_var MATERIAL_EXT 0
  1710. #node_var USE_MATERIAL_NORMAL 0
  1711. #node_var USE_MATERIAL_DIFFUSE 0
  1712. #node_var SHADELESS_MAT 0
  1713. #node_in vec3 color_in
  1714. #node_in vec3 specular_color
  1715. #node_in float diff_intensity
  1716. #node_in optional vec3 normal_in
  1717. #node_in optional float emit_intensity
  1718. #node_out vec3 E
  1719. #node_out vec3 A
  1720. #node_out vec3 D
  1721. #node_out vec3 S
  1722. #node_out vec3 normal
  1723. #node_out vec2 dif_params
  1724. #node_out vec2 sp_params
  1725. #node_out vec4 shadow_factor
  1726. #node_param optional const vec2 diffuse_params // vec2(diffuse_param, diffuse_param2)
  1727. #node_param const vec3 specular_params // vec3(intensity, spec_param_0, spec_param_1)
  1728. // diffuse
  1729. D = clamp(color_in, _0_0, _1_0);
  1730. // specular
  1731. S = specular_params[0] * clamp(specular_color, _0_0, _1_0);
  1732. # node_if USE_MATERIAL_NORMAL
  1733. normal = normalize(normal_in);
  1734. # node_else
  1735. normal = nin_normal;
  1736. # node_endif
  1737. # node_if !SHADELESS_MAT
  1738. // emission
  1739. # node_if MATERIAL_EXT
  1740. E = emit_intensity * D;
  1741. # node_else
  1742. E = nin_emit * D;
  1743. # node_endif
  1744. # node_if USE_MATERIAL_DIFFUSE
  1745. D *= diff_intensity;
  1746. # node_endif
  1747. // ambient
  1748. A = nin_ambient * u_environment_energy * get_environment_color(normal);
  1749. shadow_factor = vec4(1.0);
  1750. # node_if NUM_LIGHTS > 0
  1751. // diffuse
  1752. dif_params = vec2(diffuse_params[0], diffuse_params[1]);
  1753. // specular
  1754. sp_params = vec2(specular_params[1], specular_params[2]);
  1755. # node_endif
  1756. nout_shadow_factor = shadow_factor;
  1757. # node_else // !SHADELESS_MAT
  1758. E = vec3(_0_0);
  1759. A = vec3(_1_0);
  1760. # node_endif // !SHADELESS_MAT
  1761. #endnode
  1762. #node MATERIAL_END
  1763. #node_var MATERIAL_EXT 0
  1764. #node_var USE_MATERIAL_DIFFUSE 0
  1765. #node_var USE_MATERIAL_SPECULAR 0
  1766. #node_in vec4 color_in
  1767. #node_in vec3 specular_in
  1768. #node_in vec3 normal
  1769. #node_in optional float reflect_factor
  1770. #node_in optional float specular_alpha
  1771. #node_in optional float alpha_in
  1772. #node_out optional vec3 color_out
  1773. #node_out optional float alpha_out
  1774. #node_out optional vec3 normal_out
  1775. #node_out optional vec3 diffuse_out
  1776. #node_out optional vec3 spec_out
  1777. #node_param float alpha_param
  1778. #node_param float specular_alpha_param
  1779. reflect_factor;
  1780. // color_out
  1781. # node_if USE_OUT_color_out
  1782. # node_if USE_MATERIAL_DIFFUSE
  1783. color_out = color_in.rgb;
  1784. # node_else
  1785. color_out = vec3(_0_0);
  1786. # node_endif
  1787. # node_if USE_MATERIAL_SPECULAR
  1788. color_out += specular_in;
  1789. # node_endif
  1790. # node_endif
  1791. // normal_out
  1792. # node_if USE_OUT_normal_out
  1793. normal_out = normal;
  1794. # node_endif
  1795. # node_if MATERIAL_EXT
  1796. // diffuse_out
  1797. # node_if USE_OUT_diffuse_out
  1798. diffuse_out = color_in.rgb;
  1799. # node_endif
  1800. // spec_out
  1801. # node_if USE_OUT_spec_out
  1802. spec_out = specular_in;
  1803. # node_endif
  1804. // alpha_out
  1805. # node_if USE_OUT_alpha_out
  1806. alpha_out = clamp(alpha_in, _0_0, _1_0);
  1807. # node_if USE_MATERIAL_SPECULAR
  1808. float t = max(max(specular_in.r, specular_in.g), specular_in.b)
  1809. * specular_alpha;
  1810. alpha_out = clamp(alpha_in * (_1_0 - t) + t, _0_0, _1_0);
  1811. # node_endif
  1812. # node_endif
  1813. # node_else // MATERIAL_EXT
  1814. // alpha_out
  1815. # node_if USE_OUT_alpha_out
  1816. alpha_out = clamp(alpha_param, _0_0, _1_0);
  1817. # node_if USE_MATERIAL_SPECULAR
  1818. float t = max(max(specular_in.r, specular_in.g), specular_in.b)
  1819. * specular_alpha_param;
  1820. alpha_out = alpha_param * (_1_0 - t) + t;
  1821. # node_endif
  1822. # node_endif
  1823. # node_endif // MATERIAL_EXT
  1824. # node_if USE_MATERIAL_SPECULAR
  1825. nout_specular_color = specular_in;
  1826. # node_else
  1827. nout_specular_color = vec3(_0_0);
  1828. # node_endif
  1829. nout_normal = normal;
  1830. #endnode
  1831. // lighting_ambient function
  1832. #node LIGHTING_AMBIENT
  1833. #node_in vec3 E
  1834. #node_in vec3 A
  1835. #node_in vec3 D
  1836. #node_out vec4 color_out
  1837. #node_out vec3 specular_out
  1838. color_out = vec4(E + D * A, _0_0);
  1839. specular_out = vec3(_0_0);
  1840. #endnode
  1841. #node LIGHTING_LAMP
  1842. #node_var LAMP_TYPE HEMI
  1843. #node_var LAMP_IND 0
  1844. #node_var LAMP_SPOT_SIZE 0.8
  1845. #node_var LAMP_SPOT_BLEND 0.03
  1846. #node_var LAMP_LIGHT_DIST 30.0
  1847. #node_var LAMP_SHADOW_MAP_IND -1
  1848. #node_in vec4 shadow_factor
  1849. #node_out vec3 ldir
  1850. #node_out vec2 lfac
  1851. #node_out vec3 lcolorint
  1852. #node_out float norm_fac
  1853. // unpack light_factors
  1854. lfac = vec2(u_light_positions[LAMP_IND].w, u_light_color_intensities[LAMP_IND].w);
  1855. # node_if LAMP_TYPE == HEMI
  1856. norm_fac = _0_5;
  1857. # node_else
  1858. norm_fac = _0_0;
  1859. # node_endif
  1860. // 0.0 - full shadow, 1.0 - no shadow
  1861. lcolorint = u_light_color_intensities[LAMP_IND].xyz;
  1862. # node_if LAMP_SHADOW_MAP_IND != -1
  1863. lcolorint *= shadow_factor[LAMP_SHADOW_MAP_IND];
  1864. # node_endif
  1865. # node_if LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  1866. vec3 lpos = u_light_positions[LAMP_IND].xyz;
  1867. ldir = lpos - nin_pos_world;
  1868. // calc attenuation, falloff_type = "INVERSE_SQUARE"
  1869. float dist = length(ldir);
  1870. lcolorint *= LAMP_LIGHT_DIST / (LAMP_LIGHT_DIST + dist * dist);
  1871. ldir = normalize(ldir);
  1872. # node_if LAMP_TYPE == SPOT
  1873. // spot shape like in Blender,
  1874. // source/blender/gpu/shaders/gpu_shader_material.glsl
  1875. vec3 ldirect = u_light_directions[LAMP_IND];
  1876. float spot_factor = dot(ldir, ldirect);
  1877. spot_factor *= smoothstep(_0_0, _1_0,
  1878. (spot_factor - LAMP_SPOT_SIZE) / LAMP_SPOT_BLEND);
  1879. lcolorint *= spot_factor;
  1880. # node_endif
  1881. # node_else // LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  1882. ldir = u_light_directions[LAMP_IND];
  1883. # node_endif // LAMP_TYPE == SPOT || LAMP_TYPE == POINT
  1884. #endnode
  1885. #node DIFFUSE_FRESNEL
  1886. #node_var MAT_USE_TBN_SHADING 0
  1887. #node_in vec3 ldir
  1888. #node_in vec2 lfac
  1889. #node_in vec3 normal
  1890. #node_in float norm_fac
  1891. #node_in vec2 dif_params
  1892. #node_out float lfactor
  1893. # node_if MAT_USE_TBN_SHADING
  1894. vec3 crss = cross(ldir, v_tangent.xyz);
  1895. normal = cross(crss, v_tangent.xyz);
  1896. normal = -normalize(normal);
  1897. # node_endif
  1898. lfactor = _0_0;
  1899. if (lfac.r != _0_0) {
  1900. float dot_nl = (_1_0 - norm_fac) * dot(normal, ldir) + norm_fac;
  1901. if (dif_params[0] == _0_0) {
  1902. lfactor = _1_0;
  1903. } else {
  1904. float t = _1_0 + abs(dot_nl);
  1905. t = dif_params[1] + (_1_0 - dif_params[1]) * pow(t, dif_params[0]);
  1906. lfactor = clamp(t, _0_0, _1_0);
  1907. }
  1908. lfactor = max(lfactor, _0_0);
  1909. }
  1910. #endnode
  1911. #node DIFFUSE_LAMBERT
  1912. #node_var MAT_USE_TBN_SHADING 0
  1913. #node_in vec3 ldir
  1914. #node_in vec2 lfac
  1915. #node_in vec3 normal
  1916. #node_in float norm_fac
  1917. #node_out float lfactor
  1918. # node_if MAT_USE_TBN_SHADING
  1919. vec3 crss = cross(ldir, v_tangent.xyz);
  1920. normal = cross(crss, v_tangent.xyz);
  1921. normal = -normalize(normal);
  1922. # node_endif
  1923. lfactor = _0_0;
  1924. if (lfac.r != _0_0) {
  1925. float dot_nl = (_1_0 - norm_fac) * dot(normal, ldir) + norm_fac;
  1926. lfactor = max(dot_nl, _0_0);
  1927. }
  1928. #endnode
  1929. #node DIFFUSE_OREN_NAYAR
  1930. #node_var MAT_USE_TBN_SHADING 0
  1931. #node_in vec3 ldir
  1932. #node_in vec2 lfac
  1933. #node_in vec3 normal
  1934. #node_in float norm_fac
  1935. #node_in vec2 dif_params
  1936. #node_out float lfactor
  1937. # node_if MAT_USE_TBN_SHADING
  1938. vec3 crss = cross(ldir, v_tangent.xyz);
  1939. normal = cross(crss, v_tangent.xyz);
  1940. normal = -normalize(normal);
  1941. # node_endif
  1942. lfactor = _0_0;
  1943. if (lfac.r != _0_0) {
  1944. float dot_nl = (_1_0 - norm_fac) * dot(normal, ldir) + norm_fac;
  1945. if (dif_params[0] > _0_0) {
  1946. float nv = max(dot(normal, nin_eye_dir), _0_0);
  1947. float sigma_sq = dif_params[0] * dif_params[0];
  1948. float A = _1_0 - _0_5 * (sigma_sq / (sigma_sq + 0.33));
  1949. vec3 l_diff = ldir - dot_nl*normal;
  1950. vec3 e_diff = nin_eye_dir - nv*normal;
  1951. // handle normalize() and acos() values which may result to
  1952. // "undefined behavior"
  1953. // (noticeable for "mediump" precision, nin_eye_dir.g some mobile devies)
  1954. if (length(l_diff) == _0_0 || length(e_diff) == _0_0 ||
  1955. abs(dot_nl) > _1_0 || abs(nv) > _1_0)
  1956. // HACK: undefined result of normalize() for this vectors
  1957. // remove t-multiplier for zero-length vectors
  1958. lfactor = dot_nl * A;
  1959. else {
  1960. float Lit_A = acos(dot_nl);
  1961. float View_A = acos(nv);
  1962. vec3 Lit_B = normalize(l_diff);
  1963. vec3 View_B = normalize(e_diff);
  1964. float a, b;
  1965. a = max(Lit_A, View_A);
  1966. b = min(Lit_A, View_A);
  1967. b *= 0.95;
  1968. float t = max(dot(Lit_B, View_B), _0_0);
  1969. float B = 0.45 * (sigma_sq / (sigma_sq + 0.09));
  1970. lfactor = dot_nl * (A + (B * t * sin(a) * tan(b)));
  1971. }
  1972. } else
  1973. lfactor = dot_nl;
  1974. lfactor = max(lfactor, _0_0);
  1975. }
  1976. #endnode
  1977. #node DIFFUSE_MINNAERT
  1978. #node_var MAT_USE_TBN_SHADING 0
  1979. #node_in vec3 ldir
  1980. #node_in vec2 lfac
  1981. #node_in vec3 normal
  1982. #node_in float norm_fac
  1983. #node_in vec2 dif_params
  1984. #node_out float lfactor
  1985. # node_if MAT_USE_TBN_SHADING
  1986. vec3 crss = cross(ldir, v_tangent.xyz);
  1987. normal = cross(crss, v_tangent.xyz);
  1988. normal = -normalize(normal);
  1989. # node_endif
  1990. lfactor = _0_0;
  1991. if (lfac.r != _0_0) {
  1992. float dot_nl = (_1_0 - norm_fac) * dot(normal, ldir) + norm_fac;
  1993. float nv = max(dot(normal, nin_eye_dir), _0_0);
  1994. if (dif_params[0] <= _1_0)
  1995. lfactor = dot_nl * pow(max(nv * dot_nl, 0.1), dif_params[0] - _1_0);
  1996. else
  1997. lfactor = dot_nl * pow(1.0001 - nv, dif_params[0] - _1_0);
  1998. lfactor = max(lfactor, _0_0);
  1999. }
  2000. #endnode
  2001. #node DIFFUSE_TOON
  2002. #node_var MAT_USE_TBN_SHADING 0
  2003. #node_in vec3 ldir
  2004. #node_in vec2 lfac
  2005. #node_in vec3 normal
  2006. #node_in float norm_fac
  2007. #node_in vec2 dif_params
  2008. #node_out float lfactor
  2009. # node_if MAT_USE_TBN_SHADING
  2010. vec3 crss = cross(ldir, v_tangent.xyz);
  2011. normal = cross(crss, v_tangent.xyz);
  2012. normal = -normalize(normal);
  2013. # node_endif
  2014. lfactor = _0_0;
  2015. if (lfac.r != _0_0) {
  2016. float dot_nl = (_1_0 - norm_fac) * dot(normal, ldir) + norm_fac;
  2017. float ang = acos(dot_nl);
  2018. if (ang < dif_params[0])
  2019. lfactor = _1_0;
  2020. else if (ang > (dif_params[0] + dif_params[1]) || dif_params[1] == _0_0)
  2021. lfactor = _0_0;
  2022. else
  2023. lfactor = _1_0 - ((ang - dif_params[0])/dif_params[1]);
  2024. lfactor = max(lfactor, _0_0);
  2025. }
  2026. #endnode
  2027. #node SPECULAR_PHONG
  2028. #node_var MAT_USE_TBN_SHADING 0
  2029. #node_in vec3 ldir
  2030. #node_in vec2 lfac
  2031. #node_in vec3 normal
  2032. #node_in float norm_fac
  2033. #node_in vec2 sp_params
  2034. #node_out float sfactor
  2035. sfactor = _0_0;
  2036. if (lfac.g == _1_0) {
  2037. vec3 halfway = normalize(ldir + nin_eye_dir);
  2038. # node_if MAT_USE_TBN_SHADING
  2039. if (norm_fac == _0_0) {
  2040. sfactor = dot(v_tangent.xyz, halfway);
  2041. sfactor = sqrt(_1_0 - sfactor * sfactor);
  2042. }
  2043. # node_else
  2044. sfactor = (_1_0 - norm_fac) * max(dot(normal, halfway),
  2045. _0_0) + norm_fac;
  2046. # node_endif
  2047. sfactor = pow(sfactor, sp_params[0]);
  2048. }
  2049. #endnode
  2050. #node SPECULAR_COOKTORR
  2051. #node_var MAT_USE_TBN_SHADING 0
  2052. #node_in vec3 ldir
  2053. #node_in vec2 lfac
  2054. #node_in vec3 normal
  2055. #node_in float norm_fac
  2056. #node_in vec2 sp_params
  2057. #node_out float sfactor
  2058. sfactor = _0_0;
  2059. if (lfac.g != _0_0) {
  2060. vec3 halfway = normalize(ldir + nin_eye_dir);
  2061. # node_if MAT_USE_TBN_SHADING
  2062. if (norm_fac == _0_0) {
  2063. sfactor = dot(v_shade_tang.xyz, halfway);
  2064. sfactor = sqrt(_1_0 - sfactor * sfactor);
  2065. }
  2066. # node_else
  2067. sfactor = max(dot(normal, halfway), _0_0);
  2068. sfactor = (_1_0 - norm_fac) * sfactor + norm_fac;
  2069. # node_endif
  2070. # node_if MAT_USE_TBN_SHADING
  2071. float nv = max(dot(v_shade_tang.xyz, nin_eye_dir), _0_0);
  2072. nv = sqrt(_1_0 - nv * nv);
  2073. # node_else
  2074. float nv = max(dot(normal, nin_eye_dir), _0_0);
  2075. # node_endif
  2076. sfactor = pow(sfactor, sp_params[0]);
  2077. sfactor = sfactor / (0.1 + nv);
  2078. }
  2079. #endnode
  2080. #node SPECULAR_WARDISO
  2081. #node_var MAT_USE_TBN_SHADING 0
  2082. #node_in vec3 ldir
  2083. #node_in vec2 lfac
  2084. #node_in vec3 normal
  2085. #node_in float norm_fac
  2086. #node_in vec2 sp_params
  2087. #node_out float sfactor
  2088. sfactor = _0_0;
  2089. if (lfac.g == _1_0) {
  2090. vec3 halfway = normalize(ldir + nin_eye_dir);
  2091. # node_if MAT_USE_TBN_SHADING
  2092. float nh = _0_0;
  2093. float nv = _0_0;
  2094. float nl = _0_0;
  2095. if (norm_fac == _0_0) {
  2096. nh = dot(v_tangent.xyz, halfway);
  2097. nv = dot(v_tangent.xyz, nin_eye_dir);
  2098. nl = dot(v_tangent.xyz, ldir);
  2099. nh = sqrt(_1_0 - nh * nh);
  2100. nv = sqrt(_1_0 - nv * nv);
  2101. nl = sqrt(_1_0 - nl * nl);
  2102. }
  2103. # node_else
  2104. float nh = max(dot(normal, halfway), 0.01);
  2105. // NOTE: 0.01 for mobile devices
  2106. float nv = max(dot(normal, nin_eye_dir), 0.01);
  2107. float nl = max(dot(normal, ldir), 0.01);
  2108. # node_endif
  2109. float angle = tan(acos(nh));
  2110. float alpha = max(sp_params[0], 0.01);
  2111. sfactor = nl * (_1_0/(4.0*M_PI*alpha*alpha))
  2112. * (exp(-(angle * angle) / (alpha * alpha)) /(sqrt(nv * nl)));
  2113. }
  2114. #endnode
  2115. #node SPECULAR_TOON
  2116. #node_var MAT_USE_TBN_SHADING 0
  2117. #node_in vec3 ldir
  2118. #node_in vec2 lfac
  2119. #node_in vec3 normal
  2120. #node_in float norm_fac
  2121. #node_in vec2 sp_params
  2122. #node_out float sfactor
  2123. sfactor = _0_0;
  2124. if (lfac.g == _1_0) {
  2125. vec3 h = normalize(ldir + nin_eye_dir);
  2126. # node_if MAT_USE_TBN_SHADING
  2127. float cosinus = dot(h, v_tangent.xyz);
  2128. float angle = sp_params[0] + sp_params[1];
  2129. if (norm_fac == _0_0)
  2130. angle = acos(sqrt(_1_0 - cosinus * cosinus));
  2131. # node_else
  2132. float angle = acos(dot(h, normal));
  2133. # node_endif
  2134. if (angle < sp_params[0])
  2135. sfactor = _1_0;
  2136. else if (angle >= sp_params[0] + sp_params[1] || sp_params[1] == _0_0)
  2137. sfactor = _0_0;
  2138. else
  2139. sfactor = _1_0 - (angle - sp_params[0]) / sp_params[1];
  2140. }
  2141. #endnode
  2142. #node SPECULAR_BLINN
  2143. #node_var MAT_USE_TBN_SHADING 0
  2144. #node_in vec3 ldir
  2145. #node_in vec2 lfac
  2146. #node_in vec3 normal
  2147. #node_in float norm_fac
  2148. #node_in vec2 sp_params
  2149. #node_out float sfactor
  2150. sfactor = _0_0;
  2151. if (lfac.g == _1_0) {
  2152. if (sp_params[0] < 1.0 || sp_params[1] == _0_0)
  2153. sfactor = _0_0;
  2154. else {
  2155. if (sp_params[1] < 100.0)
  2156. sp_params[1]= sqrt(1.0 / sp_params[1]);
  2157. else
  2158. sp_params[1]= 10.0 / sp_params[1];
  2159. vec3 halfway = normalize(nin_eye_dir + ldir);
  2160. # node_if MAT_USE_TBN_SHADING
  2161. float nh = 0.0;
  2162. if (norm_fac == _0_0) {
  2163. float dot_ht = dot(v_tangent.xyz, halfway);
  2164. nh = sqrt(_1_0 - dot_ht * dot_ht);
  2165. }
  2166. # node_else
  2167. float nh = (_1_0 - norm_fac) * max(dot(normal, halfway),
  2168. _0_0) + norm_fac;
  2169. # node_endif
  2170. if (nh < _0_0)
  2171. sfactor = _0_0;
  2172. else {
  2173. float nv = max(dot(normal, nin_eye_dir), 0.01);
  2174. float nl = dot(normal, ldir);
  2175. if (nl <= 0.01)
  2176. sfactor = _0_0;
  2177. else {
  2178. float vh = max(dot(nin_eye_dir, halfway), 0.01);
  2179. float a = _1_0;
  2180. float b = (2.0 * nh * nv) / vh;
  2181. float c = (2.0 * nh * nl) / vh;
  2182. float g = min(min(a, b), c);
  2183. float p = sqrt(pow(sp_params[0], 2.0) + pow(vh, 2.0) - _1_0);
  2184. float f = pow(p - vh, 2.0) / pow(p + vh, 2.0) * (_1_0
  2185. + pow(vh * (p + vh) - _1_0, 2.0)/pow(vh * (p - vh)
  2186. + _1_0, 2.0));
  2187. float ang = acos(nh);
  2188. sfactor = max(f * g * exp(-pow(ang, 2.0) / (2.0 * pow(sp_params[1], 2.0))),
  2189. _0_0);
  2190. }
  2191. }
  2192. }
  2193. }
  2194. #endnode
  2195. #node LIGHTING_APPLY
  2196. #node_in vec4 color_in
  2197. #node_in vec3 specular_in
  2198. #node_in float lfactor
  2199. #node_in float sfactor
  2200. #node_in vec3 ldir
  2201. #node_in vec3 normal
  2202. #node_in vec4 translucency_params
  2203. #node_in vec3 D
  2204. #node_in vec3 S
  2205. #node_in vec3 lcolorint
  2206. #node_in float translucency_color
  2207. #node_out vec4 color_out
  2208. #node_out vec3 specular_out
  2209. #node_if USE_NODE_B4W_TRANSLUCENCY
  2210. // backside lighting
  2211. if (dot(ldir, normal) * dot(nin_eye_dir, normal) < _0_0) {
  2212. float backside_factor = translucency_params.x;
  2213. float spot_hardness = translucency_params.y;
  2214. float spot_intensity = translucency_params.z;
  2215. float spot_diff_factor = translucency_params.w;
  2216. // NOTE: abs(): used for permanent translucency
  2217. // when staring at the light source, independently from face normal
  2218. float ln = clamp(abs(dot(ldir, normal)), _0_0, _1_0);
  2219. float el = clamp(dot(nin_eye_dir, -ldir), _0_0, _1_0);
  2220. float transmit_coeff = pow(el, spot_hardness);
  2221. // translucency light diffusion
  2222. color_out = color_in + translucency_color * vec4(lcolorint * ln
  2223. * pow(D, vec3(backside_factor)), _1_0);
  2224. // translucency light transmission
  2225. color_out += spot_intensity * mix(vec4(D, _1_0), vec4(_1_0),
  2226. spot_diff_factor) * translucency_color
  2227. * vec4(lcolorint * ln * vec3(transmit_coeff), _1_0);
  2228. specular_out = specular_in;
  2229. } else {
  2230. // frontside lighting
  2231. specular_out = specular_in + lcolorint * S * sfactor;
  2232. color_out = color_in + vec4(lcolorint * D * lfactor, sfactor);
  2233. }
  2234. #node_else
  2235. specular_out = specular_in + lcolorint * S * sfactor;
  2236. color_out = color_in + vec4(lcolorint * D * lfactor, sfactor);
  2237. #node_endif
  2238. #endnode
  2239. #node RGB
  2240. #node_var RGB_IND 0
  2241. #node_out vec3 color_out
  2242. color_out = u_node_rgbs[RGB_IND];
  2243. #endnode
  2244. #node RGBTOBW
  2245. #node_in vec3 color_in
  2246. #node_out float value
  2247. value = dot(color_in, vec3(0.35, 0.45, 0.2));
  2248. #endnode
  2249. #node SEPRGB
  2250. #node_in vec3 color
  2251. #node_out optional float r_out
  2252. #node_out optional float g_out
  2253. #node_out optional float b_out
  2254. # node_if USE_OUT_r_out
  2255. r_out = color.r;
  2256. # node_endif
  2257. # node_if USE_OUT_g_out
  2258. g_out = color.g;
  2259. # node_endif
  2260. # node_if USE_OUT_b_out
  2261. b_out = color.b;
  2262. # node_endif
  2263. #endnode
  2264. #node SEPHSV
  2265. #node_in vec3 color
  2266. #node_out optional float h_out
  2267. #node_out optional float s_out
  2268. #node_out optional float v_out
  2269. vec3 out_col = rgb_to_hsv(color);
  2270. # node_if USE_OUT_h_out
  2271. h_out = out_col.r;
  2272. # node_endif
  2273. # node_if USE_OUT_s_out
  2274. s_out = out_col.g;
  2275. # node_endif
  2276. # node_if USE_OUT_v_out
  2277. v_out = out_col.b;
  2278. # node_endif
  2279. #endnode
  2280. #node SQUEEZE
  2281. #node_in float value_in
  2282. #node_in float width
  2283. #node_in float center
  2284. #node_out float value
  2285. value = _1_0 / (_1_0 + pow(2.71828183, -(value_in-center)*width));
  2286. #endnode
  2287. #node GAMMA
  2288. #node_in vec3 color_in
  2289. #node_in float gamma
  2290. #node_out vec3 color_out
  2291. color_out = color_in;
  2292. if (color_out.x > _0_0)
  2293. color_out.x = pow(color_in.x, gamma);
  2294. if (color_out.y > _0_0)
  2295. color_out.y = pow(color_in.y, gamma);
  2296. if (color_out.z > _0_0)
  2297. color_out.z = pow(color_in.z, gamma);
  2298. #endnode
  2299. #node B4W_SRGB_TO_LINEAR
  2300. #node_in vec3 color_in
  2301. #node_out vec3 color_out
  2302. color_out = max(vec3(_0_0), color_in);
  2303. color_out = pow(color_out, vec3(2.2));
  2304. #endnode
  2305. #node B4W_LINEAR_TO_SRGB
  2306. #node_in vec3 color_in
  2307. #node_out vec3 color_out
  2308. color_out = max(vec3(_0_0), color_in);
  2309. color_out = pow(color_out, vec3(_1_0/2.2));
  2310. #endnode
  2311. #node TEXTURE_EMPTY
  2312. #node_out vec3 color
  2313. #node_out vec3 normal
  2314. #node_out float value
  2315. #node_if USE_OUT_color
  2316. color[2] = color[1] = color[0] = _0_0;
  2317. #node_endif
  2318. #node_if USE_OUT_normal
  2319. normal[2] = normal[1] = normal[0] = _0_0;
  2320. #node_endif
  2321. #node_if USE_OUT_value
  2322. value = _0_0;
  2323. #node_endif
  2324. #endnode
  2325. #node TEXTURE_ENVIRONMENT
  2326. #node_in vec3 coords
  2327. #node_out optional vec3 color
  2328. #node_out optional float value
  2329. #node_param uniform samplerCube texture
  2330. vec4 texval = GLSL_TEXTURE_CUBE(texture, coords);
  2331. # node_if USE_OUT_color
  2332. color = texval.xyz;
  2333. srgb_to_lin(color);
  2334. # node_endif
  2335. # node_if USE_OUT_value
  2336. value = texval.w;
  2337. # node_endif
  2338. #endnode
  2339. #node TEXTURE_COLOR
  2340. #node_var NON_COLOR 0
  2341. #node_var USE_uv2 0
  2342. #node_var USE_uv3 0
  2343. #node_var USE_uv4 0
  2344. #node_in optional vec3 uv
  2345. #node_in optional vec3 uv2
  2346. #node_in optional vec3 uv3
  2347. #node_in optional vec3 uv4
  2348. #node_out optional vec3 color
  2349. #node_out optional float value
  2350. #node_out optional vec3 color2
  2351. #node_out optional float value2
  2352. #node_out optional vec3 color3
  2353. #node_out optional float value3
  2354. #node_out optional vec3 color4
  2355. #node_out optional float value4
  2356. #node_param uniform sampler2D texture
  2357. vec4 texval = GLSL_TEXTURE(texture, vec_to_uv(uv));
  2358. # node_if USE_OUT_color
  2359. color = texval.xyz;
  2360. # node_if !NON_COLOR
  2361. srgb_to_lin(color);
  2362. # node_endif
  2363. # node_endif
  2364. # node_if USE_OUT_value
  2365. value = texval.w;
  2366. # node_endif
  2367. # node_if USE_uv2
  2368. texval = GLSL_TEXTURE(texture, vec_to_uv(uv2));
  2369. # node_if USE_OUT_color2
  2370. color2 = texval.xyz;
  2371. # node_if !NON_COLOR
  2372. srgb_to_lin(color2);
  2373. # node_endif
  2374. # node_endif
  2375. # node_if USE_OUT_value2
  2376. value2 = texval.w;
  2377. # node_endif
  2378. # node_endif
  2379. # node_if USE_uv3
  2380. texval = GLSL_TEXTURE(texture, vec_to_uv(uv3));
  2381. # node_if USE_OUT_color3
  2382. color3 = texval.xyz;
  2383. # node_if !NON_COLOR
  2384. srgb_to_lin(color3);
  2385. # node_endif
  2386. # node_endif
  2387. # node_if USE_OUT_value3
  2388. value3 = texval.w;
  2389. # node_endif
  2390. # node_endif
  2391. # node_if USE_uv4
  2392. texval = GLSL_TEXTURE(texture, vec_to_uv(uv4));
  2393. # node_if USE_OUT_color4
  2394. color4 = texval.xyz;
  2395. # node_if !NON_COLOR
  2396. srgb_to_lin(color4);
  2397. # node_endif
  2398. # node_endif
  2399. # node_if USE_OUT_value4
  2400. value4 = texval.w;
  2401. # node_endif
  2402. # node_endif
  2403. #endnode
  2404. #node TEXTURE_NORMAL
  2405. #node_var USE_uv2 0
  2406. #node_var USE_uv3 0
  2407. #node_var USE_uv4 0
  2408. #node_in optional vec3 uv
  2409. #node_in optional vec3 uv2
  2410. #node_in optional vec3 uv3
  2411. #node_in optional vec3 uv4
  2412. #node_out optional vec3 normal
  2413. #node_out optional float value
  2414. #node_out optional vec3 normal2
  2415. #node_out optional float value2
  2416. #node_out optional vec3 normal3
  2417. #node_out optional float value3
  2418. #node_out optional vec3 normal4
  2419. #node_out optional float value4
  2420. #node_param uniform sampler2D texture
  2421. vec4 texval = GLSL_TEXTURE(texture, vec_to_uv(uv));
  2422. # node_if USE_OUT_normal
  2423. normal = normalize(nin_tbn_matrix * (texval.xyz - _0_5));
  2424. # node_endif
  2425. # node_if USE_OUT_value
  2426. value = texval.w;
  2427. # node_endif
  2428. # node_if USE_uv2
  2429. texval = GLSL_TEXTURE(texture, vec_to_uv(uv2));
  2430. # node_if USE_OUT_normal2
  2431. normal2 = normalize(nin_tbn_matrix * (texval.xyz - _0_5));
  2432. # node_endif
  2433. # node_if USE_OUT_value2
  2434. value2 = texval.w;
  2435. # node_endif
  2436. # node_endif
  2437. # node_if USE_uv3
  2438. texval = GLSL_TEXTURE(texture, vec_to_uv(uv3));
  2439. # node_if USE_OUT_normal3
  2440. normal3 = normalize(nin_tbn_matrix * (texval.xyz - _0_5));
  2441. # node_endif
  2442. # node_if USE_OUT_value3
  2443. value3 = texval.w;
  2444. # node_endif
  2445. # node_endif
  2446. # node_if USE_uv4
  2447. texval = GLSL_TEXTURE(texture, vec_to_uv(uv4));
  2448. # node_if USE_OUT_normal4
  2449. normal4 = normalize(nin_tbn_matrix * (texval.xyz - _0_5));
  2450. # node_endif
  2451. # node_if USE_OUT_value4
  2452. value4 = texval.w;
  2453. # node_endif
  2454. # node_endif
  2455. #endnode
  2456. #node VALUE
  2457. #node_var VALUE_IND 0
  2458. #node_out float value_out
  2459. value_out = u_node_values[VALUE_IND];
  2460. #endnode
  2461. #node VECT_MATH_ADD
  2462. #node_in vec3 vec_in1
  2463. #node_in vec3 vec_in2
  2464. #node_out vec3 vec
  2465. #node_out optional float val
  2466. vec = vec_in1 + vec_in2;
  2467. # node_if USE_OUT_val
  2468. val = (abs(vec[0]) + abs(vec[1]) + abs(vec[2]))/3.0;
  2469. # node_endif
  2470. #endnode
  2471. #node VECT_MATH_SUBTRACT
  2472. #node_in vec3 vec_in1
  2473. #node_in vec3 vec_in2
  2474. #node_out vec3 vec
  2475. #node_out optional float val
  2476. vec = vec_in1 - vec_in2;
  2477. # node_if USE_OUT_val
  2478. val = (abs(vec[0]) + abs(vec[1]) + abs(vec[2]))/3.0;
  2479. # node_endif
  2480. #endnode
  2481. #node VECT_MATH_AVERAGE
  2482. #node_in vec3 vec_in1
  2483. #node_in vec3 vec_in2
  2484. #node_out vec3 vec
  2485. #node_out optional float val
  2486. vec = vec_in1 + vec_in2;
  2487. # node_if USE_OUT_val
  2488. val = length(vec);
  2489. # node_endif
  2490. # node_if USE_OUT_vec
  2491. vec = normalize(vec);
  2492. # node_endif
  2493. #endnode
  2494. #node VECT_MATH_DOT_PRODUCT
  2495. #node_in vec3 vec_in1
  2496. #node_in vec3 vec_in2
  2497. #node_out vec3 vec
  2498. #node_out optional float val
  2499. vec = vec3(_0_0);
  2500. # node_if USE_OUT_val
  2501. val = dot(vec_in1, vec_in2);
  2502. # node_endif
  2503. #endnode
  2504. #node VECT_MATH_CROSS_PRODUCT
  2505. #node_in vec3 vec_in1
  2506. #node_in vec3 vec_in2
  2507. #node_out vec3 vec
  2508. #node_out optional float val
  2509. vec = cross(vec_in1, vec_in2);
  2510. # node_if USE_OUT_val
  2511. val = length(vec);
  2512. # node_endif
  2513. #endnode
  2514. #node VECT_MATH_NORMALIZE
  2515. #node_in vec3 vec_in1
  2516. #node_in vec3 vec_in2
  2517. #node_out vec3 vec
  2518. #node_out optional float val
  2519. vec = normalize(vec_in1);
  2520. # node_if USE_OUT_val
  2521. val = length(vec_in1);
  2522. # node_endif
  2523. // NOTE: using unused variable to pass shader verification
  2524. vec_in2;
  2525. #endnode
  2526. #node B4W_REFLECT
  2527. #node_in vec3 vec_in1
  2528. #node_in vec3 vec_in2
  2529. #node_out vec3 vec_out
  2530. vec_out = reflect(tsr9_transform_dir(u_view_tsr_inverse, vec_in1), vec_in2);
  2531. #endnode
  2532. #node B4W_REFLECT_WORLD
  2533. #node_in vec3 vec_in2
  2534. #node_out vec3 vec_out
  2535. // + flipped to mimic the Blender's behaviour
  2536. vec3 zup_eye_dir = -nin_eye_dir.xyz;
  2537. vec_out = reflect(zup_eye_dir, vec_in2);
  2538. #endnode
  2539. #node B4W_PARALLAX
  2540. #node_in vec3 uv_in
  2541. #node_in float parallax_scale
  2542. #node_in const float steps
  2543. #node_in const float lod_dist
  2544. #node_out vec3 uv_out
  2545. #node_param uniform sampler2D texture // heigth is written in alpha channel
  2546. float view_dist = length(nin_pos_view);
  2547. if (view_dist < lod_dist) {
  2548. vec2 texcoord = vec_to_uv(uv_in);
  2549. float multiplier = clamp(_0_5 * (lod_dist - view_dist),
  2550. _0_0, _1_0);
  2551. float scale = parallax_scale * multiplier;
  2552. // transform eye to tangent space
  2553. vec3 eye = normalize(nin_eye_dir * nin_tbn_matrix);
  2554. // distance between checked layers
  2555. float pstep = _1_0 / steps;
  2556. // adjustment for one layer height of the layer
  2557. vec2 dtex = eye.xy * scale / (steps * eye.z);
  2558. float height = _1_0;
  2559. float h = GLSL_TEXTURE(texture, texcoord).a; // get height
  2560. for (float i = 1.0; i <= steps; i++)
  2561. {
  2562. if (h < height) {
  2563. height -= pstep;
  2564. texcoord -= dtex;
  2565. h = GLSL_TEXTURE(texture, texcoord).a;
  2566. }
  2567. }
  2568. // find point via linear interpolation
  2569. vec2 prev = texcoord + dtex;
  2570. float h_prev = GLSL_TEXTURE(texture, prev).a - (height + pstep);
  2571. float h_current = h - height;
  2572. float weight = h_current / (h_current - h_prev);
  2573. // interpolate to get tex coords
  2574. texcoord = weight * prev + (_1_0 - weight) * texcoord;
  2575. uv_out = uv_to_vec(texcoord);
  2576. } else
  2577. uv_out = uv_in;
  2578. #endnode
  2579. #node B4W_CLAMP
  2580. #node_in vec3 vector_in
  2581. #node_out vec3 vector_out
  2582. vector_out = clamp(vector_in, _0_0, _1_0);
  2583. #endnode
  2584. #node B4W_REFRACTION
  2585. #node_in vec3 normal_in
  2586. #node_in float refr_bump
  2587. #node_out vec3 color_out
  2588. color_out = normal_in;
  2589. #endnode
  2590. #node B4W_TRANSLUCENCY
  2591. #node_in float color
  2592. #node_in float backside_factor
  2593. #node_in float spot_hardness
  2594. #node_in float spot_intensity
  2595. #node_in float spot_diff_factor
  2596. #node_out optional float translucency_color
  2597. #node_out optional vec4 translucency_params
  2598. # node_if USE_OUT_translucency_color
  2599. translucency_color = color;
  2600. # node_endif
  2601. # node_if USE_OUT_translucency_params
  2602. translucency_params = vec4(backside_factor, spot_hardness, spot_intensity, spot_diff_factor);
  2603. # node_endif
  2604. #endnode
  2605. #node B4W_TIME
  2606. #node_out float time
  2607. time = u_time;
  2608. #endnode
  2609. #node B4W_SMOOTHSTEP
  2610. #node_in float value
  2611. #node_in float edge0
  2612. #node_in float edge1
  2613. #node_out float val
  2614. val = smoothstep(edge0, edge1, value);
  2615. #endnode
  2616. #node B4W_GLOW_OUTPUT
  2617. #node_in vec3 color_in
  2618. #node_in float factor_in
  2619. nout_color = color_in;
  2620. nout_alpha = factor_in;
  2621. #endnode
  2622. #node B4W_VECTOSCAL
  2623. #node_in vec3 vector
  2624. #node_out float scalar
  2625. scalar = (vector.r + vector.g + vector.b) / 3.0;
  2626. #endnode
  2627. #node B4W_SCALTOVEC
  2628. #node_in float scalar
  2629. #node_out vec3 vector
  2630. vector[0] = scalar;
  2631. vector[1] = scalar;
  2632. vector[2] = scalar;
  2633. #endnode
  2634. #nodes_global
  2635. void nodes_main(in vec3 nin_eye_dir,
  2636. out vec3 nout_color,
  2637. out vec3 nout_specular_color,
  2638. out vec3 nout_normal,
  2639. out vec4 nout_shadow_factor,
  2640. out float nout_alpha) {
  2641. // NOTE: set up out variables to prevent IE 11 linking crash
  2642. nout_color = vec3(_0_0);
  2643. nout_specular_color = vec3(_0_0);
  2644. nout_normal = vec3(_0_0);
  2645. nout_shadow_factor = vec4(_0_0);
  2646. nout_alpha = _0_0;
  2647. #if USE_NODE_MATERIAL_BEGIN || USE_NODE_GEOMETRY_NO \
  2648. || CAUSTICS || CALC_TBN_SPACE || USE_NODE_TEX_COORD_NO || USE_NODE_NORMAL_MAP \
  2649. || USE_NODE_BSDF_BEGIN || USE_NODE_FRESNEL || USE_NODE_TEX_COORD_RE \
  2650. || USE_NODE_LAYER_WEIGHT || USE_NODE_BUMP
  2651. vec3 normal = normalize(v_normal);
  2652. vec3 sided_normal = normal;
  2653. # if DOUBLE_SIDED_LIGHTING || USE_NODE_GEOMETRY_NO
  2654. // NOTE: workaround for some bug with gl_FrontFacing on Intel graphics
  2655. // or open-source drivers
  2656. #if REFLECTION_PASS == REFL_PASS_PLANE
  2657. if (gl_FrontFacing == false)
  2658. #else
  2659. if (gl_FrontFacing)
  2660. #endif
  2661. sided_normal = sided_normal;
  2662. else
  2663. sided_normal = -sided_normal;
  2664. # endif
  2665. # if DOUBLE_SIDED_LIGHTING
  2666. vec3 nin_normal = sided_normal;
  2667. # else
  2668. vec3 nin_normal = normal;
  2669. # endif
  2670. # if USE_NODE_GEOMETRY_NO
  2671. vec3 nin_geom_normal = sided_normal;
  2672. # endif
  2673. #endif
  2674. #if CALC_TBN_SPACE
  2675. vec3 binormal = cross(sided_normal, v_tangent.xyz) * v_tangent.w;
  2676. binormal = normalize(binormal);
  2677. vec3 tangent = cross(binormal, sided_normal) * v_tangent.w;
  2678. mat3 nin_tbn_matrix = mat3(tangent, binormal, sided_normal);
  2679. #endif
  2680. // NOTE: array uniforms used in nodes can't be renamed:
  2681. // u_light_positions, u_light_directions, u_light_color_intensities,
  2682. // u_light_factors;
  2683. vec3 nin_pos_world = v_pos_world;
  2684. vec4 nin_pos_view = v_pos_view;
  2685. float nin_emit = u_emit;
  2686. float nin_ambient = u_ambient;
  2687. #nodes_main
  2688. }
  2689. #endif