#include "../global.h" char *str_sh_irradiance = "\ fun sh_irradiance(nor: float3): float3 { \ var c1: float = 0.429043; \ var c2: float = 0.511664; \ var c3: float = 0.743125; \ var c4: float = 0.886227; \ var c5: float = 0.247708; \ var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z); \ var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y); \ var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x); \ var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w); \ var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z); \ var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y); \ var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x); \ var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w); \ var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z); \ return ( \ cl22 * c1 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ cl20 * c3 * nor.x * nor.x + \ cl00 * c4 - \ cl20 * c5 + \ cl2m2 * 2.0 * c1 * nor.y * (-nor.z) + \ cl21 * 2.0 * c1 * nor.y * nor.x + \ cl2m1 * 2.0 * c1 * (-nor.z) * nor.x + \ cl11 * 2.0 * c2 * nor.y + \ cl1m1 * 2.0 * c2 * (-nor.z) + \ cl10 * 2.0 * c2 * nor.x \ ); \ } \ "; char *str_envmap_equirect = "\ fun envmap_equirect(normal: float3, angle: float): float2 { \ var PI: float = 3.1415926535; \ var PI2: float = PI * 2.0; \ var phi: float = acos(normal.z); \ var theta: float = atan2(-normal.y, normal.x) + PI + angle; \ return float2(theta / PI2, phi / PI); \ } \ "; char *str_envmap_sample = "\ fun envmap_sample(lod: float, coord: float2): float3 { \ if (lod == 0.0) { \ return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 1.0) { \ return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 2.0) { \ return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 3.0) { \ return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 4.0) { \ return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \ } \ return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \ } \ "; // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile char *str_env_brdf_approx = "\ fun env_brdf_approx(specular: float3, roughness: float, dotnv: float): float3 { \ var c0: float4 = float4(-1.0, -0.0275, -0.572, 0.022); \ var c1: float4 = float4(1.0, 0.0425, 1.04, -0.04); \ var r: float4 = c0 * roughness + c1; \ var a004: float = min(r.x * r.x, exp((-9.28 * dotnv) * log(2.0))) * r.x + r.y; \ var ab: float2 = float2(-1.04, 1.04) * a004 + r.zw; \ return specular * ab.x + ab.y; \ } \ "; node_shader_context_t *make_mesh_run(material_t *data, i32 layer_pass) { char *context_id = layer_pass == 0 ? "mesh" : string("mesh%s", i32_to_string(layer_pass)); shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {.name = context_id, .depth_write = layer_pass == 0 ? true : false, .compare_mode = layer_pass == 0 ? "less" : "equal", .cull_mode = (g_context->cull_backfaces || layer_pass > 0) ? "clockwise" : "none", .vertex_elements = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}), GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}), GC_ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}), }, 3), .color_attachments = any_array_create_from_raw( (void *[]){ "RGBA64", "RGBA64", "RGBA64", }, 3), .depth_attachment = "D32"}); node_shader_context_t *con_mesh = node_shader_context_create(data, props); if (mesh_data_get_vertex_array(g_context->paint_object->data, "col") != NULL) { node_shader_context_add_elem(con_mesh, "col", "short4norm"); } if (mesh_data_get_vertex_array(g_context->paint_object->data, "tex1") != NULL) { node_shader_context_add_elem(con_mesh, "tex1", "short2norm"); } node_shader_t *kong = node_shader_context_make_kong(con_mesh); node_shader_add_out(kong, "tex_coord: float2"); kong->frag_wvpposition = true; node_shader_add_constant(kong, "VP: float4x4", "_view_proj_matrix"); kong->frag_wposition = true; i32 texture_count = 0; f32 displace_strength = make_material_get_displace_strength(); if (make_material_height_used && displace_strength > 0.0) { kong->vert_n = true; node_shader_write_vert(kong, "var height: float = 0.0;"); i32 num_layers = 0; for (i32 i = 0; i < g_project->_->layers->length; ++i) { slot_layer_t *l = g_project->_->layers->buffer[i]; if (!slot_layer_is_visible(l) || !l->paint_height || !slot_layer_is_layer(l)) { continue; } if (num_layers > 16) { break; } num_layers++; texture_count++; node_shader_add_texture(kong, string("texpaint_pack_vert%s", i32_to_string(l->id)), string("_texpaint_pack_vert%s", i32_to_string(l->id))); node_shader_write_vert(kong, string("height += sample_lod(texpaint_pack_vert%s, sampler_linear, input.tex, 0.0).a;", i32_to_string(l->id))); slot_layer_t_array_t *masks = slot_layer_get_masks(l, true); if (masks != NULL) { for (i32 i = 0; i < masks->length; ++i) { slot_layer_t *m = masks->buffer[i]; if (!slot_layer_is_visible(m)) { continue; } texture_count++; node_shader_add_texture(kong, string("texpaint_vert%s", i32_to_string(m->id)), string("_texpaint_vert%s", i32_to_string(m->id))); node_shader_write_vert(kong, string("height *= sample_lod(texpaint_vert%s, sampler_linear, input.tex, 0.0).r;", i32_to_string(m->id))); } } } node_shader_write_vert(kong, string("output.wposition += vert_wnormal * float3(height, height, height) * float3(%s, %s, %s);", f32_to_string(displace_strength), f32_to_string(displace_strength), f32_to_string(displace_strength))); } node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);"); node_shader_write_vert(kong, "output.tex_coord = input.tex;"); node_shader_write_attrib_frag(kong, "var tex_coord: float2 = input.tex_coord;"); if (mesh_data_get_vertex_array(g_context->paint_object->data, "tex1") != NULL) { node_shader_add_out(kong, "tex_coord1: float2"); node_shader_write_vert(kong, "output.tex_coord1 = input.tex1;"); node_shader_write_attrib_frag(kong, "var tex_coord1: float2 = input.tex_coord1;"); } kong->frag_out = "float4[3]"; kong->frag_n = true; node_shader_add_function(kong, str_pack_float_int16); { slot_layer_t_array_t *sculpt_layers = any_array_create_from_raw((void *[]){}, 0); i32_array_t *sculpt_indices = i32_array_create(0); for (i32 i = 0; i < g_project->_->layers->length; ++i) { slot_layer_t *l = g_project->_->layers->buffer[i]; if (l->texpaint_sculpt != NULL && slot_layer_is_visible(l)) { any_array_push(sculpt_layers, l); i32_array_push(sculpt_indices, i); } } sculpt_make_mesh_run(kong, sculpt_layers, sculpt_indices); } if (g_context->colorid_viewport_mask && g_context->tool != TOOL_TYPE_COLORID) { make_discard_color_id(kong, "tex_coord"); } if (g_context->tool == TOOL_TYPE_COLORID) { texture_count++; node_shader_add_texture(kong, "texcolorid", "_texcolorid"); node_shader_write_frag(kong, "output[0] = float4(n.xy, 1.0, pack_f32_i16(0.0, uint(0)));"); node_shader_write_frag(kong, "var idcol: float3 = pow3(sample_lod(texcolorid, sampler_linear, tex_coord, 0.0).rgb, float3(2.2, 2.2, 2.2));"); node_shader_write_frag(kong, "output[1] = float4(idcol.rgb, 1.0);"); // occ } else { node_shader_add_function(kong, str_octahedron_wrap); node_shader_add_function(kong, str_cotangent_frame); if (layer_pass > 0) { node_shader_add_texture(kong, "gbuffer0", NULL); node_shader_add_texture(kong, "gbuffer1", NULL); node_shader_add_texture(kong, "gbuffer2", NULL); node_shader_write_frag( kong, "var fragcoord: float2 = float2(input.wvpposition.x / input.wvpposition.w, input.wvpposition.y / input.wvpposition.w) * 0.5 + 0.5;"); node_shader_write_frag(kong, "fragcoord.y = 1.0 - fragcoord.y;"); node_shader_write_frag(kong, "var gbuffer0_sample: float4 = sample_lod(gbuffer0, sampler_linear, fragcoord, 0.0);"); node_shader_write_frag(kong, "var gbuffer1_sample: float4 = sample_lod(gbuffer1, sampler_linear, fragcoord, 0.0);"); node_shader_write_frag(kong, "var gbuffer2_sample: float4 = sample_lod(gbuffer2, sampler_linear, fragcoord, 0.0);"); node_shader_write_frag(kong, "var basecol: float3 = gbuffer0_sample.rgb;"); node_shader_write_frag(kong, "var roughness: float = gbuffer2_sample.g;"); node_shader_write_frag(kong, "var metallic: float = gbuffer2_sample.b;"); node_shader_write_frag(kong, "var occlusion: float = gbuffer2_sample.r;"); node_shader_write_frag(kong, "var opacity: float = 1.0;//gbuffer0_sample.a;"); node_shader_write_frag(kong, "var matid: float = gbuffer1_sample.a;"); node_shader_write_frag(kong, "var ntex: float3 = gbuffer1_sample.rgb;"); node_shader_write_frag(kong, "var height: float = gbuffer2_sample.a;"); } else { node_shader_write_frag(kong, "var basecol: float3 = float3(0.0, 0.0, 0.0);"); node_shader_write_frag(kong, "var roughness: float = 0.0;"); node_shader_write_frag(kong, "var metallic: float = 0.0;"); node_shader_write_frag(kong, "var occlusion: float = 1.0;"); node_shader_write_frag(kong, "var opacity: float = 1.0;"); node_shader_write_frag(kong, "var matid: float = 0.0;"); node_shader_write_frag(kong, "var ntex: float3 = float3(0.5, 0.5, 1.0);"); node_shader_write_frag(kong, "var height: float = 0.0;"); } node_shader_write_frag(kong, "var texpaint_sample: float4 = float4(0.0, 0.0, 0.0, 1.0);"); node_shader_write_frag(kong, "var texpaint_nor_sample: float4;"); node_shader_write_frag(kong, "var texpaint_pack_sample: float4;"); node_shader_write_frag(kong, "var texpaint_opac: float;"); if (make_material_height_used) { node_shader_write_frag(kong, "var height0: float = 0.0;"); node_shader_write_frag(kong, "var height1: float = 0.0;"); node_shader_write_frag(kong, "var height2: float = 0.0;"); node_shader_write_frag(kong, "var height3: float = 0.0;"); } if (g_context->draw_wireframe) { texture_count++; node_shader_add_texture(kong, "texuvmap", "_texuvmap"); } if (g_context->viewport_mode == VIEWPORT_MODE_MASK && slot_layer_get_masks(g_context->layer, true) != NULL) { for (i32 i = 0; i < slot_layer_get_masks(g_context->layer, true)->length; ++i) { slot_layer_t *m = slot_layer_get_masks(g_context->layer, true)->buffer[i]; if (!slot_layer_is_visible(m)) { continue; } texture_count++; i32 index = array_index_of(g_project->_->layers, m); node_shader_add_texture(kong, string("texpaint_view_mask%s", i32_to_string(m->id)), string("_texpaint%s", i32_to_string(index))); } } if (g_context->viewport_mode == VIEWPORT_MODE_LIT && g_config->render_mode == RENDER_MODE_FORWARD) { texture_count += 6; node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance"); node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0"); node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1"); node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2"); node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3"); node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4"); } // Get layers for this pass make_mesh_layer_pass_count = 1; slot_layer_t_array_t *layers = any_array_create_from_raw((void *[]){}, 0); i32 start_count = texture_count; bool is_material_tool = g_context->tool == TOOL_TYPE_MATERIAL; for (i32 i = 0; i < g_project->_->layers->length; ++i) { slot_layer_t *l = g_project->_->layers->buffer[i]; if (is_material_tool && l != g_context->layer) { continue; } if (!slot_layer_is_visible(l)) { continue; } if (!slot_layer_is_layer(l)) { continue; } if (slot_layer_get_filters(l, false) != NULL) { continue; } i32 count = 3; slot_layer_t_array_t *masks = slot_layer_get_masks(l, true); if (masks != NULL) { count += masks->length; } texture_count += count; if (texture_count >= GPU_MAX_TEXTURES - 3) { texture_count = start_count + count + 3; // gbuffer0_copy, gbuffer1_copy, gbuffer2_copy make_mesh_layer_pass_count++; } if (layer_pass == make_mesh_layer_pass_count - 1) { any_array_push(layers, l); } } bool last_pass = layer_pass == make_mesh_layer_pass_count - 1; for (i32 i = 0; i < layers->length; ++i) { slot_layer_t *l = layers->buffer[i]; if (slot_layer_get_object_mask(l) > 0) { node_shader_add_constant(kong, "uid: int", "_uid"); if (slot_layer_get_object_mask(l) > g_project->_->paint_objects->length) { // Atlas mesh_object_t_array_t *visibles = project_get_atlas_objects(slot_layer_get_object_mask(l)); node_shader_write_frag(kong, "if ("); for (i32 i = 0; i < visibles->length; ++i) { if (i > 0) { node_shader_write_frag(kong, " || "); } i32 uid = visibles->buffer[i]->base->uid; node_shader_write_frag(kong, string("%s == constants.uid", i32_to_string(uid))); } node_shader_write_frag(kong, ") {"); } else { // Object mask i32 uid = g_project->_->paint_objects->buffer[slot_layer_get_object_mask(l) - 1]->base->uid; node_shader_write_frag(kong, string("if (%s == constants.uid) {", i32_to_string(uid))); } } char *tex_coord = l->uv_map == 1 ? "tex_coord1" : "tex_coord"; node_shader_add_texture(kong, string("texpaint%s", i32_to_string(l->id)), NULL); node_shader_write_frag(kong, string("texpaint_sample = sample_lod(texpaint%s, sampler_linear, %s, 0.0);", i32_to_string(l->id), tex_coord)); node_shader_write_frag(kong, "texpaint_opac = texpaint_sample.a;"); if (make_material_transluc_used && g_context->viewport_mode != VIEWPORT_MODE_PATH_TRACE) { con_mesh->data->cull_mode = "none"; kong->frag_wvpposition = true; node_shader_add_function(kong, str_dither_bayer); node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size"); node_shader_write_frag( kong, "var fragcoord1: float2 = float2(input.wvpposition.x / input.wvpposition.w, input.wvpposition.y / input.wvpposition.w) * 0.5 + 0.5;"); node_shader_write_frag(kong, "var dither: float = dither_bayer(fragcoord1 * constants.gbuffer_size);"); node_shader_write_frag(kong, "if (texpaint_opac <= dither) { discard; }"); } slot_layer_t_array_t *masks = slot_layer_get_masks(l, true); if (masks != NULL) { bool has_visible = false; for (i32 i = 0; i < masks->length; ++i) { slot_layer_t *m = masks->buffer[i]; if (slot_layer_is_visible(m)) { has_visible = true; break; } } if (has_visible) { char *texpaint_mask = string("texpaint_mask%s", i32_to_string(l->id)); node_shader_write_frag(kong, string("var %s: float = 1.0;", texpaint_mask)); for (i32 i = 0; i < masks->length; ++i) { slot_layer_t *m = masks->buffer[i]; if (!slot_layer_is_visible(m)) { continue; } node_shader_add_texture(kong, string("texpaint%s", i32_to_string(m->id)), NULL); node_shader_write_frag(kong, "{"); // Group mask is sampled across multiple layers node_shader_write_frag(kong, string("var texpaint_mask_sample%s: float = sample_lod(texpaint%s, sampler_linear, %s, 0.0).r;", i32_to_string(m->id), i32_to_string(m->id), tex_coord)); f32 opac = slot_layer_get_opacity(m); node_shader_write_frag(kong, string("%s *= lerp(1.0, %s, float(%s));", texpaint_mask, string("texpaint_mask_sample%s", i32_to_string(m->id)), f32_to_string(opac))); node_shader_write_frag(kong, "}"); } node_shader_write_frag(kong, string("texpaint_opac *= clamp(%s, 0.0, 1.0);", texpaint_mask)); } } if (slot_layer_get_opacity(l) < 1) { f32 opac = slot_layer_get_opacity(l); node_shader_write_frag(kong, string("texpaint_opac *= float(%s);", f32_to_string(opac))); } if (l->paint_base) { if (l == g_project->_->layers->buffer[0]) { node_shader_write_frag(kong, "basecol = texpaint_sample.rgb * texpaint_opac;"); } else { node_shader_write_frag(kong, string("basecol = %s;", make_material_blend_mode(kong, slot_layer_get_blending(l), "basecol", "texpaint_sample.rgb", "texpaint_opac"))); } } if (l->paint_nor || make_material_emis_used) { node_shader_add_texture(kong, string("texpaint_nor%s", i32_to_string(l->id)), NULL); node_shader_write_frag(kong, string("texpaint_nor_sample = sample_lod(texpaint_nor%s, sampler_linear, %s, 0.0);", i32_to_string(l->id), tex_coord)); if (make_material_emis_used) { node_shader_write_frag(kong, "if (texpaint_opac > 0.0) {"); node_shader_add_constant(kong, "texpaint_size: float2", "_texpaint_size"); node_shader_write_frag(kong, string(" var texpaint_nor_raw: float4 = texpaint_nor%s[uint2(uint(%s.x * constants.texpaint_size.x), " "uint(%s.y * constants.texpaint_size.y))];", i32_to_string(l->id), tex_coord, tex_coord)); node_shader_write_frag(kong, " matid = texpaint_nor_raw.a;"); node_shader_write_frag(kong, "}"); } if (l->paint_nor) { if (l->paint_nor_blend) { // Whiteout blend node_shader_write_frag(kong, "{"); node_shader_write_frag(kong, "var n1: float3 = ntex * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);"); node_shader_write_frag(kong, "var n2: float3 = lerp3(float3(0.5, 0.5, 1.0), texpaint_nor_sample.rgb, texpaint_opac) * float3(2.0, 2.0, " "2.0) - float3(1.0, 1.0, 1.0);"); node_shader_write_frag(kong, "ntex = normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);"); node_shader_write_frag(kong, "}"); } else { node_shader_write_frag(kong, "ntex = lerp3(ntex, texpaint_nor_sample.rgb, texpaint_opac);"); } } } if (l->paint_occ || l->paint_rough || l->paint_met || (l->paint_height && make_material_height_used)) { node_shader_add_texture(kong, string("texpaint_pack%s", i32_to_string(l->id)), NULL); node_shader_write_frag(kong, string("texpaint_pack_sample = sample_lod(texpaint_pack%s, sampler_linear, %s, 0.0);", i32_to_string(l->id), tex_coord)); if (l->paint_occ) { node_shader_write_frag(kong, "occlusion = lerp(occlusion, texpaint_pack_sample.r, texpaint_opac);"); } if (l->paint_rough) { node_shader_write_frag(kong, "roughness = lerp(roughness, texpaint_pack_sample.g, texpaint_opac);"); } if (l->paint_met) { node_shader_write_frag(kong, "metallic = lerp(metallic, texpaint_pack_sample.b, texpaint_opac);"); } if (l->paint_height && make_material_height_used) { char *assign = l->paint_height_blend ? "+=" : "="; node_shader_write_frag(kong, string("height %s texpaint_pack_sample.a * texpaint_opac;", assign)); node_shader_write_frag(kong, "{"); node_shader_add_constant(kong, "texpaint_size: float2", "_texpaint_size"); node_shader_write_frag(kong, "var tex_step: float = 1.0 / constants.texpaint_size.x;"); node_shader_write_frag( kong, string("height0 %s sample_lod(texpaint_pack%s, sampler_linear, float2(%s.x - tex_step, %s.y), 0.0).a * texpaint_opac;", assign, i32_to_string(l->id), tex_coord, tex_coord)); node_shader_write_frag( kong, string("height1 %s sample_lod(texpaint_pack%s, sampler_linear, float2(%s.x + tex_step, %s.y), 0.0).a * texpaint_opac;", assign, i32_to_string(l->id), tex_coord, tex_coord)); node_shader_write_frag( kong, string("height2 %s sample_lod(texpaint_pack%s, sampler_linear, float2(%s.x, %s.y - tex_step), 0.0).a * texpaint_opac;", assign, i32_to_string(l->id), tex_coord, tex_coord)); node_shader_write_frag( kong, string("height3 %s sample_lod(texpaint_pack%s, sampler_linear, float2(%s.x, %s.y + tex_step), 0.0).a * texpaint_opac;", assign, i32_to_string(l->id), tex_coord, tex_coord)); node_shader_write_frag(kong, "}"); } } if (slot_layer_get_object_mask(l) > 0) { node_shader_write_frag(kong, "}"); } } if (last_pass && g_context->draw_texels) { node_shader_add_constant(kong, "texpaint_size: float2", "_texpaint_size"); node_shader_write_frag(kong, "var texel0: float2 = tex_coord * constants.texpaint_size * 0.01;"); node_shader_write_frag(kong, "var texel1: float2 = tex_coord * constants.texpaint_size * 0.1;"); node_shader_write_frag(kong, "var texel2: float2 = tex_coord * constants.texpaint_size;"); // node_shader_write_frag(kong, "basecol = basecol * max(float((int(texel0.x) % 2.0) == (int(texel0.y) % 2.0)), 0.9);"); // node_shader_write_frag(kong, "basecol = basecol * max(float((int(texel1.x) % 2.0) == (int(texel1.y) % 2.0)), 0.9);"); // node_shader_write_frag(kong, "basecol = basecol * max(float((int(texel2.x) % 2.0) == (int(texel2.y) % 2.0)), 0.9);"); node_shader_write_frag(kong, "var texel0xmod: float = float(int(texel0.x)) % 2.0;"); node_shader_write_frag(kong, "var texel0ymod: float = float(int(texel0.y)) % 2.0;"); node_shader_write_frag(kong, "var texel1xmod: float = float(int(texel1.x)) % 2.0;"); node_shader_write_frag(kong, "var texel1ymod: float = float(int(texel1.y)) % 2.0;"); node_shader_write_frag(kong, "var texel2xmod: float = float(int(texel2.x)) % 2.0;"); node_shader_write_frag(kong, "var texel2ymod: float = float(int(texel2.y)) % 2.0;"); node_shader_write_frag(kong, "if (texel0xmod == texel0ymod) { basecol = basecol * 0.9; }"); node_shader_write_frag(kong, "if (texel1xmod == texel1ymod) { basecol = basecol * 0.9; }"); node_shader_write_frag(kong, "if (texel2xmod == texel2ymod) { basecol = basecol * 0.9; }"); } if (last_pass && g_context->draw_wireframe) { node_shader_write_frag(kong, "var wireframe: float = sample_lod(texuvmap, sampler_linear, tex_coord, 0.0).a;"); node_shader_write_frag(kong, "basecol = basecol * (1.0 - wireframe * 0.25);"); node_shader_write_frag(kong, "roughness = max(roughness, wireframe);"); } if (make_material_height_used) { node_shader_write_frag(kong, "if (height > 0.0) {"); node_shader_write_frag(kong, "var height_dx: float = height0 - height1;"); node_shader_write_frag(kong, "var height_dy: float = height2 - height3;"); // Whiteout blend node_shader_write_frag(kong, "var n1: float3 = ntex * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);"); node_shader_write_frag(kong, "var n2: float3 = normalize(float3(height_dx * 16.0, height_dy * 16.0, 1.0));"); node_shader_write_frag(kong, "ntex = normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);"); node_shader_write_frag(kong, "}"); } if (!last_pass) { node_shader_write_frag(kong, "output[0] = float4(basecol, opacity);"); node_shader_write_frag(kong, "output[1] = float4(ntex, matid);"); node_shader_write_frag(kong, "output[2] = float4(occlusion, roughness, metallic, height);"); parser_material_finalize(con_mesh); con_mesh->data->shader_from_source = true; gpu_create_shaders_from_kong(node_shader_get(kong), &con_mesh->data->vertex_shader, &con_mesh->data->fragment_shader, &con_mesh->data->_->vertex_shader_size, &con_mesh->data->_->fragment_shader_size); return con_mesh; } kong->frag_vvec = true; node_shader_write_frag(kong, "var TBN: float3x3 = cotangent_frame(n, vvec, tex_coord);"); node_shader_write_frag(kong, "n = ntex * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);"); node_shader_write_frag(kong, "n.y = -n.y;"); node_shader_write_frag(kong, "n = normalize(TBN * n);"); if (g_context->viewport_mode == VIEWPORT_MODE_LIT || g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE) { node_shader_write_frag(kong, "basecol = pow3(basecol, float3(2.2, 2.2, 2.2));"); node_shader_write_frag(kong, "basecol = max3(basecol, float3(0.0, 0.0, 0.0));"); if (g_context->viewport_shader != NULL) { node_shader_write_frag(kong, "var output_color: float3;"); minic_val_t args[1] = {minic_val_ptr(kong)}; minic_call_fn(g_context->viewport_shader, args, 1); node_shader_write_frag(kong, "output[1] = float4(output_color, 1.0);"); } else if (g_config->render_mode == RENDER_MODE_FORWARD && g_context->viewport_mode != VIEWPORT_MODE_PATH_TRACE) { node_shader_write_frag(kong, "var albedo: float3 = lerp3(basecol, float3(0.0, 0.0, 0.0), metallic);"); node_shader_write_frag(kong, "var f0: float3 = lerp3(float3(0.04, 0.04, 0.04), basecol, metallic);"); kong->frag_vvec = true; node_shader_write_frag(kong, "var dotnv: float = max(0.0, dot(n, vvec));"); // node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps"); node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);"); node_shader_add_function(kong, str_envmap_equirect); // node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); // node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, // constants.envmap_data.x), envlod).rgb;"); node_shader_add_function(kong, str_envmap_sample); node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;"); node_shader_write_frag(kong, "var lod0: float = floor(envlod);"); node_shader_write_frag(kong, "var lod1: float = ceil(envlod);"); node_shader_write_frag(kong, "var lodf: float = envlod - lod0;"); node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);"); node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);"); node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);"); node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);"); // node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance"); node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0"); node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1"); node_shader_add_constant(kong, "shirr2: float4", "_envmap_irradiance2"); node_shader_add_constant(kong, "shirr3: float4", "_envmap_irradiance3"); node_shader_add_constant(kong, "shirr4: float4", "_envmap_irradiance4"); node_shader_add_constant(kong, "shirr5: float4", "_envmap_irradiance5"); node_shader_add_constant(kong, "shirr6: float4", "_envmap_irradiance6"); node_shader_add_function(kong, str_sh_irradiance); node_shader_write_frag(kong, "var indirect: float3 = albedo * (sh_irradiance(float3(n.x * constants.envmap_data.z - n.y * " "constants.envmap_data.y, n.x * constants.envmap_data.y + n.y * constants.envmap_data.z, n.z)) / 3.14159265);"); node_shader_add_function(kong, str_env_brdf_approx); node_shader_write_frag(kong, "indirect = indirect + prefiltered_color * env_brdf_approx(f0, roughness, dotnv) * 0.5;"); node_shader_write_frag(kong, "indirect = indirect * constants.envmap_data.w * occlusion;"); node_shader_write_frag(kong, "indirect = max3(indirect, float3(0.0, 0.0, 0.0));"); node_shader_write_frag(kong, "output[1] = float4(indirect, 1.0);"); } else { if (make_material_emis_used) { node_shader_write_frag(kong, "if (float(int(matid * 255.0)) % float(3) == 1.0) { basecol = basecol * 10.0; }"); } node_shader_write_frag(kong, "output[1] = float4(basecol, occlusion);"); } } else if (g_context->viewport_mode == VIEWPORT_MODE_BASE_COLOR && g_context->layer->paint_base) { node_shader_write_frag(kong, "output[1] = float4(basecol, 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_NORMAL_MAP && g_context->layer->paint_nor) { node_shader_write_frag(kong, "output[1] = float4(ntex.rgb, 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_OCCLUSION && g_context->layer->paint_occ) { node_shader_write_frag(kong, "output[1] = float4(float3(occlusion, occlusion, occlusion), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_ROUGHNESS && g_context->layer->paint_rough) { node_shader_write_frag(kong, "output[1] = float4(float3(roughness, roughness, roughness), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_METALLIC && g_context->layer->paint_met) { node_shader_write_frag(kong, "output[1] = float4(float3(metallic, metallic, metallic), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_OPACITY && g_context->layer->paint_opac) { node_shader_write_frag(kong, "output[1] = float4(float3(texpaint_sample.a, texpaint_sample.a, texpaint_sample.a), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_HEIGHT && g_context->layer->paint_height) { node_shader_write_frag(kong, "output[1] = float4(float3(height, height, height), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_EMISSION) { node_shader_write_frag(kong, "var matid_mod: float = float(int(matid * 255.0)) % float(3);"); node_shader_write_frag(kong, "var emis: float = 0.0; if (matid_mod == 1.0) { emis = 1.0; }"); node_shader_write_frag(kong, "output[1] = float4(float3(emis, emis, emis), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_SUBSURFACE) { node_shader_write_frag(kong, "var matid_mod: float = float(int(matid * 255.0)) % float(3);"); node_shader_write_frag(kong, "var subs: float = 0.0; if (matid_mod == 2.0) { subs = 1.0; }"); node_shader_write_frag(kong, "output[1] = float4(float3(subs, subs, subs), 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_TEXCOORD) { node_shader_write_frag(kong, "output[1] = float4(tex_coord, 0.0, 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_OBJECT_NORMAL) { kong->frag_nattr = true; node_shader_write_frag(kong, "output[1] = float4(input.nattr, 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_MATERIAL_ID) { i32 id = g_context->layer->id; node_shader_add_texture(kong, string("texpaint_nor%s", i32_to_string(id)), NULL); node_shader_add_constant(kong, "texpaint_size: float2", "_texpaint_size"); node_shader_write_frag(kong, "var sample_matid_coord: float2 = tex_coord * constants.texpaint_size;"); node_shader_write_frag(kong, string("var sample_matid4: float4 = texpaint_nor%s[uint2(uint(sample_matid_coord.x), uint(sample_matid_coord.y))];", i32_to_string(id))); node_shader_write_frag(kong, "var sample_matid: float = sample_matid4.a + 1.0 / 255.0;"); node_shader_write_frag(kong, "var matid_r: float = frac(sin(dot(float2(sample_matid, sample_matid * 20.0), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "var matid_g: float = frac(sin(dot(float2(sample_matid * 20.0, sample_matid), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "var matid_b: float = frac(sin(dot(float2(sample_matid, sample_matid * 40.0), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "output[1] = float4(matid_r, matid_g, matid_b, 1.0);"); } else if (g_context->viewport_mode == VIEWPORT_MODE_OBJECT_ID) { node_shader_add_constant(kong, "object_id: float", "_object_id"); if (g_context->pick_object_id) { node_shader_write_frag(kong, "output[1] = float4((constants.object_id + 1.0) / 255.0, 0.0, 0.0, 1.0);"); } else { node_shader_write_frag(kong, "var obid: float = constants.object_id + 1.0 / 255.0;"); node_shader_write_frag(kong, "var id_r: float = frac(sin(dot(float2(obid, obid * 20.0), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "var id_g: float = frac(sin(dot(float2(obid * 20.0, obid), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "var id_b: float = frac(sin(dot(float2(obid, obid * 40.0), float2(12.9898, 78.233))) * 43758.5453);"); node_shader_write_frag(kong, "output[1] = float4(id_r, id_g, id_b, 1.0);"); } } else if (g_context->viewport_mode == VIEWPORT_MODE_MASK && (slot_layer_get_masks(g_context->layer, true) != NULL || slot_layer_is_mask(g_context->layer))) { if (slot_layer_is_mask(g_context->layer)) { i32 id = g_context->layer->id; node_shader_write_frag(kong, string("var mask_view: float = sample_lod(texpaint%s, sampler_linear, tex_coord, 0.0).r;", i32_to_string(id))); } else { node_shader_write_frag(kong, "var mask_view: float = 1.0;"); for (i32 i = 0; i < slot_layer_get_masks(g_context->layer, true)->length; ++i) { slot_layer_t *m = slot_layer_get_masks(g_context->layer, true)->buffer[i]; if (!slot_layer_is_visible(m)) { continue; } node_shader_write_frag(kong, string("var mask_sample%s: float = sample_lod(texpaint_view_mask%s, sampler_linear, tex_coord, 0.0).r;", i32_to_string(m->id), i32_to_string(m->id))); f32 opac = slot_layer_get_opacity(m); node_shader_write_frag(kong, string("mask_view *= lerp(1.0, mask_sample%s, float(%s));", i32_to_string(m->id), f32_to_string(opac))); } } node_shader_write_frag(kong, "output[1] = float4(mask_view, mask_view, mask_view, 1.0);"); } else { node_shader_write_frag(kong, "output[1] = float4(1.0, 0.0, 1.0, 1.0);"); } node_shader_write_frag(kong, "n = n / (abs(n.x) + abs(n.y) + abs(n.z));"); // node_shader_write_frag(kong, "n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);"); node_shader_write_frag(kong, "if (n.z < 0.0) { n.xy = octahedron_wrap(n.xy); }"); node_shader_write_frag(kong, "output[0] = float4(n.xy, roughness, pack_f32_i16(metallic, uint(float(int(matid * 255.0)) % float(3))));"); } node_shader_write_frag(kong, "output[2] = float4(0.0, 0.0, tex_coord.xy);"); parser_material_finalize(con_mesh); con_mesh->data->shader_from_source = true; gpu_create_shaders_from_kong(node_shader_get(kong), &con_mesh->data->vertex_shader, &con_mesh->data->fragment_shader, &con_mesh->data->_->vertex_shader_size, &con_mesh->data->_->fragment_shader_size); return con_mesh; }