#version 120 uniform sampler2D BaseMap; uniform sampler2D NormalMap; uniform sampler2D LightMask; uniform sampler2D BacklightMap; uniform sampler2D InnerMap; uniform sampler2D EnvironmentMap; uniform samplerCube CubeMap; uniform vec3 specColor; uniform float specStrength; uniform float specGlossiness; uniform vec3 glowColor; uniform float glowMult; uniform float alpha; uniform vec2 uvScale; uniform vec2 uvOffset; uniform bool hasEmit; uniform bool hasSoftlight; uniform bool hasBacklight; uniform bool hasRimlight; uniform bool hasCubeMap; uniform bool hasEnvMask; uniform float lightingEffect1; uniform float lightingEffect2; uniform vec2 innerScale; uniform float innerThickness; uniform float outerRefraction; uniform float outerReflection; uniform mat4 worldMatrix; varying vec3 LightDir; varying vec3 ViewDir; varying vec4 A; varying vec4 C; varying vec4 D; varying vec3 N; varying vec3 t; varying vec3 b; vec3 tonemap(vec3 x) { float _A = 0.15; float _B = 0.50; float _C = 0.10; float _D = 0.20; float _E = 0.02; float _F = 0.30; return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F; } vec3 toGrayscale(vec3 color) { return vec3(dot(vec3(0.3, 0.59, 0.11), color)); } // Compute inner layer’s texture coordinate and transmission depth // vTexCoord: Outer layer’s texture coordinate // vInnerScale: Tiling of inner texture // vViewTS: View vector in tangent space // vNormalTS: Normal in tangent space (sampled normal map) // fLayerThickness: Distance from outer layer to inner layer vec3 ParallaxOffsetAndDepth( vec2 vTexCoord, vec2 vInnerScale, vec3 vViewTS, vec3 vNormalTS, float fLayerThickness ) { // Tangent space reflection vector vec3 vReflectionTS = reflect( -vViewTS, vNormalTS ); // Tangent space transmission vector (reflect about surface plane) vec3 vTransTS = vec3( vReflectionTS.xy, -vReflectionTS.z ); // Distance along transmission vector to intersect inner layer float fTransDist = fLayerThickness / abs(vTransTS.z); // Texel size // Bethesda's version does indeed seem to assume 1024, which is why they // introduced the additional parameter. vec2 vTexelSize = vec2( 1.0/(1024.0 * vInnerScale.x), 1.0/(1024.0 * vInnerScale.y) ); // Inner layer’s texture coordinate due to parallax vec2 vOffset = vTexelSize * fTransDist * vTransTS.xy; vec2 vOffsetTexCoord = vTexCoord + vOffset; // Return offset texture coordinate in xy and transmission dist in z return vec3( vOffsetTexCoord, fTransDist ); } void main( void ) { vec2 offset = gl_TexCoord[0].st * uvScale + uvOffset; vec4 baseMap = texture2D( BaseMap, offset ); vec4 normalMap = texture2D( NormalMap, offset ); vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0); // Sample the non-parallax offset alpha channel of the inner map // Used to modulate the innerThickness float innerMapAlpha = texture2D( InnerMap, offset ).a; vec3 L = normalize(LightDir); vec3 E = normalize(ViewDir); vec3 R = reflect(-L, normal); vec3 H = normalize( L + E ); float NdotL = max( dot(normal, L), 0.0 ); float NdotH = max( dot(normal, H), 0.0 ); float EdotN = max( dot(normal, E), 0.0 ); float NdotNegL = max( dot(normal, -L), 0.0 ); // Mix between the face normal and the normal map based on the refraction scale vec3 mixedNormal = mix( vec3(0.0, 0.0, 1.0), normal, clamp( outerRefraction, 0.0, 1.0 ) ); vec3 parallax = ParallaxOffsetAndDepth( offset, innerScale, E, mixedNormal, innerThickness * innerMapAlpha ); // Sample the inner map at the offset coords vec4 innerMap = texture2D( InnerMap, parallax.xy * innerScale ); vec3 reflected = reflect( -E, normal ); vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z; vec3 reflectedWS = vec3( worldMatrix * (gl_ModelViewMatrixInverse * vec4( reflectedVS, 0.0 )) ); vec4 color; vec3 albedo; vec3 diffuse = A.rgb + (D.rgb * NdotL); vec3 inner = innerMap.rgb * C.rgb; vec3 outer = baseMap.rgb * C.rgb; // Mix inner/outer layer based on fresnel float outerMix = max( 1.0 - EdotN, baseMap.a ); albedo = mix( inner, outer, outerMix ); // Environment if ( hasCubeMap ) { vec4 cube = textureCube( CubeMap, reflectedWS ); cube.rgb *= outerReflection; if ( hasEnvMask ) { vec4 env = texture2D( EnvironmentMap, offset ); cube.rgb *= env.r; } else { cube.rgb *= normalMap.a; } albedo += cube.rgb; } // Specular vec3 spec = clamp( specColor * specStrength * normalMap.a * pow(NdotH, specGlossiness), 0.0, 1.0 ); spec *= D.rgb; // Emissive // Mixed with outer map vec3 emissive = vec3(0.0); if ( hasEmit ) { emissive += glowColor * glowMult; } // Backlight // Mixed with inner and outer map vec3 backlight = vec3(0.0); if ( hasBacklight ) { backlight = texture2D( BacklightMap, offset ).rgb; backlight *= NdotNegL; emissive += backlight * D.rgb; } // TODO: Test rim and soft light mixing with inner/outer layer vec4 mask = vec4(0.0); if ( hasRimlight || hasSoftlight ) { mask = texture2D( LightMask, offset ); } vec3 rim = vec3(0.0); if ( hasRimlight ) { rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(lightingEffect2)); rim *= smoothstep( -0.2, 1.0, dot(-L, E) ); emissive += rim * D.rgb; } vec3 soft = vec3(0.0); if ( hasSoftlight ) { float wrap = (dot(normal, L) + lightingEffect1) / (1.0 + lightingEffect1); soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL ); soft *= sqrt( clamp( lightingEffect1, 0.0, 1.0 ) ); emissive += soft * D.rgb; } color.rgb = albedo * (diffuse + emissive) + spec; color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) ); color.a = C.a * baseMap.a; gl_FragColor = color; gl_FragColor.a *= alpha; }