basic.frag 2.5 KB

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  1. #version 330 core
  2. in vec3 v_normal;
  3. in vec2 v_texCoord;
  4. in vec3 v_worldPos;
  5. in vec3 v_instanceColor;
  6. in float v_instanceAlpha;
  7. uniform sampler2D u_texture;
  8. uniform vec3 u_color;
  9. uniform bool u_useTexture;
  10. uniform float u_alpha;
  11. uniform bool u_instanced;
  12. out vec4 FragColor;
  13. float hash(vec2 p) {
  14. vec3 p3 = fract(vec3(p.xyx) * 0.1031);
  15. p3 += dot(p3, p3.yzx + 33.33);
  16. return fract((p3.x + p3.y) * p3.z);
  17. }
  18. float noise(vec2 p) {
  19. vec2 i = floor(p);
  20. vec2 f = fract(p);
  21. f = f * f * (3.0 - 2.0 * f);
  22. float a = hash(i);
  23. float b = hash(i + vec2(1.0, 0.0));
  24. float c = hash(i + vec2(0.0, 1.0));
  25. float d = hash(i + vec2(1.0, 1.0));
  26. return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
  27. }
  28. vec3 proceduralMaterialVariation(vec3 baseColor, vec3 worldPos, vec3 normal) {
  29. vec2 uv = worldPos.xz * 4.0;
  30. float avgColor = (baseColor.r + baseColor.g + baseColor.b) / 3.0;
  31. vec3 variation = baseColor;
  32. if (avgColor < 0.40) {
  33. float metalNoise = noise(uv * 9.0) * 0.018;
  34. float viewAngle = abs(dot(normal, normalize(vec3(0.0, 1.0, 0.5))));
  35. float fresnel = pow(1.0 - viewAngle, 2.0) * 0.10;
  36. variation = baseColor + vec3(metalNoise + fresnel);
  37. } else if (avgColor > 0.65) {
  38. float weaveX = sin(worldPos.x * 55.0);
  39. float weaveZ = sin(worldPos.z * 55.0);
  40. float weavePattern = weaveX * weaveZ * 0.025;
  41. float clothNoise = noise(uv * 2.5) * 0.10 - 0.05;
  42. float viewAngle = abs(dot(normal, normalize(vec3(0.0, 1.0, 0.5))));
  43. float sheen = pow(1.0 - viewAngle, 3.0) * 0.15;
  44. variation = baseColor * (1.0 + clothNoise + weavePattern) + vec3(sheen);
  45. } else {
  46. float leatherNoise = noise(uv * 5.5);
  47. float blotches = noise(uv * 1.8) * 0.12 - 0.06;
  48. variation = baseColor * (1.0 + leatherNoise * 0.14 - 0.07 + blotches);
  49. }
  50. return clamp(variation, 0.0, 1.0);
  51. }
  52. void main() {
  53. vec3 base_color_in = u_instanced ? v_instanceColor : u_color;
  54. float alpha_in = u_instanced ? v_instanceAlpha : u_alpha;
  55. vec3 color = base_color_in;
  56. if (u_useTexture) {
  57. color *= texture(u_texture, v_texCoord).rgb;
  58. }
  59. vec3 normal = normalize(v_normal);
  60. color = proceduralMaterialVariation(color, v_worldPos, normal);
  61. vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
  62. float avgColor = (base_color_in.r + base_color_in.g + base_color_in.b) / 3.0;
  63. float wrapAmount = avgColor > 0.65 ? 0.52 : (avgColor > 0.40 ? 0.20 : 0.05);
  64. float nDotL = dot(normal, lightDir);
  65. float diff = max(nDotL * (1.0 - wrapAmount) + wrapAmount, 0.22);
  66. color *= diff;
  67. FragColor = vec4(color, alpha_in);
  68. }