projects
/
platform
/
core
/
uifw
/
dali-toolkit.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Merge "Revert "Adjust text fit condition"" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-scene3d
/
internal
/
graphics
/
shaders
/
default-physically-based-shader.frag
diff --git
a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
index
bca3ba0
..
fcbcd0b
100644
(file)
--- a/
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
+++ b/
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
@@
-23,7
+23,6
@@
precision highp float;
precision mediump float;
#endif
precision mediump float;
#endif
-#ifdef THREE_TEX
#ifdef GLTF_CHANNELS
#define METALLIC b
#define ROUGHNESS g
#ifdef GLTF_CHANNELS
#define METALLIC b
#define ROUGHNESS g
@@
-31,7
+30,6
@@
precision mediump float;
#define METALLIC r
#define ROUGHNESS a
#endif //GLTF_CHANNELS
#define METALLIC r
#define ROUGHNESS a
#endif //GLTF_CHANNELS
-#endif //THREE_TEX
uniform lowp vec4 uColor; // Color from SceneGraph
uniform lowp vec4 uColorFactor; // Color from material
uniform lowp vec4 uColor; // Color from SceneGraph
uniform lowp vec4 uColorFactor; // Color from material
@@
-60,10
+58,10
@@
uniform sampler2D sOcclusion;
uniform float uOcclusionStrength;
#endif
uniform float uOcclusionStrength;
#endif
-#ifdef EMISSIVE
+#ifdef EMISSIVE
_TEXTURE
uniform sampler2D sEmissive;
uniform sampler2D sEmissive;
-uniform vec3 uEmissiveFactor;
#endif
#endif
+uniform vec3 uEmissiveFactor;
uniform float uSpecularFactor;
uniform vec3 uSpecularColorFactor;
uniform float uSpecularFactor;
uniform vec3 uSpecularColorFactor;
@@
-87,9
+85,11
@@
uniform lowp float uMask;
uniform lowp float uAlphaThreshold;
// TODO: Multiple texture coordinate will be supported.
uniform lowp float uAlphaThreshold;
// TODO: Multiple texture coordinate will be supported.
-in
low
p vec2 vUV;
+in
medium
p vec2 vUV;
in lowp mat3 vTBN;
in lowp mat3 vTBN;
+#ifdef COLOR_ATTRIBUTE
in lowp vec4 vColor;
in lowp vec4 vColor;
+#endif
in highp vec3 vPositionToCamera;
out vec4 FragColor;
in highp vec3 vPositionToCamera;
out vec4 FragColor;
@@
-119,7
+119,11
@@
void main()
lowp vec4 baseColor = texture(sAlbedoAlpha, vUV);
baseColor = vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
#else // BASECOLOR_TEX
lowp vec4 baseColor = texture(sAlbedoAlpha, vUV);
baseColor = vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
#else // BASECOLOR_TEX
+#ifdef COLOR_ATTRIBUTE
lowp vec4 baseColor = vColor * uColorFactor;
lowp vec4 baseColor = vColor * uColorFactor;
+#else // COLOR_ATTRIBUTE
+ lowp vec4 baseColor = uColorFactor;
+#endif // COLOR_ATTRIBUTE
#endif // BASECOLOR_TEX
#ifdef METALLIC_ROUGHNESS_TEX
#endif // BASECOLOR_TEX
#ifdef METALLIC_ROUGHNESS_TEX
@@
-134,7
+138,11
@@
void main()
#endif // NORMAL_TEX
#else // THREE_TEX
vec4 albedoMetal = texture(sAlbedoMetal, vUV);
#endif // NORMAL_TEX
#else // THREE_TEX
vec4 albedoMetal = texture(sAlbedoMetal, vUV);
+#ifdef COLOR_ATTRIBUTE
lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor;
lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor;
+#else // COLOR_ATTRIBUTE
+ lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * uColorFactor;
+#endif // COLOR_ATTRIBUTE
metallic = albedoMetal.METALLIC * metallic;
metallic = albedoMetal.METALLIC * metallic;
@@
-205,10
+213,12
@@
void main()
color = mix(color, color * ao, uOcclusionStrength);
#endif // OCCLUSION
color = mix(color, color * ao, uOcclusionStrength);
#endif // OCCLUSION
-#ifdef EMISSIVE
+#ifdef EMISSIVE
_TEXTURE
lowp vec3 emissive = linear(texture(sEmissive, vUV).rgb) * uEmissiveFactor;
lowp vec3 emissive = linear(texture(sEmissive, vUV).rgb) * uEmissiveFactor;
+#else
+ lowp vec3 emissive = uEmissiveFactor;
+#endif // EMISSIVE_TEXTURE
color += emissive;
color += emissive;
-#endif // EMISSIVE
FragColor = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a) * uColor;
}
FragColor = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a) * uColor;
}