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Viewmodel.gdshader
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Viewmodel.gdshader
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shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform float viewmodel_fov = 50.0f;
uniform vec4 albedo : source_color = vec4(1.0f);
uniform sampler2D texture_albedo : source_color, filter_nearest;
uniform float specular = 0.5f;
uniform float metallic = 1.0f;
uniform float roughness : hint_range(0,1) = 1.0f;
uniform sampler2D texture_metallic : hint_default_white;
uniform vec4 metallic_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform sampler2D texture_roughness : hint_default_white;
uniform vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform sampler2D texture_normal : hint_normal;
uniform float normal_scale : hint_range(-16,16) = 0.5f;
uniform vec3 uv1_scale = vec3(1.0f);
uniform vec3 uv1_offset = vec3(0.0f);
void vertex() {
UV = UV * uv1_scale.xy + uv1_offset.xy;
/* begin shader magic*/
float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f));
float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
// modify projection matrix
PROJECTION_MATRIX[1][1] = -onetanfov;
PROJECTION_MATRIX[0][0] = onetanfov / aspect;
// draws the viewmodel over everything (disable if you want dof near on viewmodel)
POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, -0.999);
/* end shader magic */
}
void fragment() {
DEPTH = FRAGCOORD.z * 2.99;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
}