demotool/shaders/map.glsl

54 lines
959 B
GLSL

#define USE_GLOW
#define USE_MAP_MATERIAL
T_BPMaterial BPMaterials[1] = {
{ vec3( 1 , 1 , 0 ) * .1 , vec3( .1 ) , 4 , .1 }
};
T_PBRMaterialOld PBRMaterialsOld[1] = {
{
// Albedo / specular colors
vec3( 1 , 1 , 0 ) , vec3( 1 , 1 , .4 ) * .1 ,
// Roughness , anisotropy , subsurface , metallic
.8 , .8 , .1 , .9
}
};
T_PBRMaterial PBRMaterials[1] = {
{
// Albedo color
vec3( 1 , 1 , .4 ) ,
// Roughness , metallic , subsurface , anisotropy
.3 , .1 , 0 , .0 ,
// Specular strength / tint%
1 , 1
}
};
vec3 Glow[1] = {
vec3( 0 , 0 , 0 )
};
void mapMaterial(
in int matIndex ,
out int type ,
out int tIndex ,
out int glowIndex )
{
if ( matIndex == 0 ) {
type = 0;
glowIndex = -1;
} else {
type = 1;
glowIndex = 0;
}
tIndex = 0;
}
vec2 map( vec3 pos )
{
pos = pos - vec3( 0 , 0 , 0 );
vec3 q = pos;
//q.xy = mod( q.xy + 4. , 8. ) - 4.;
return vec2( length( q ) - 1.8 , step( 0. , 1.9 - length( pos.xy ) ) );
}