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@@ -31,16 +31,32 @@ uniform int depth_max_layers;
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uniform vec2 depth_flip;
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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-uniform vec3 uv2_scale;
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+uniform vec2 uv2_scale;
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uniform vec3 uv2_offset;
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+vec4 soft_light(vec4 base, vec4 blend){
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+ vec4 limit = step(0.5, blend);
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+ return mix(2.0 * base * blend + base * base * (1.0 - 2.0 * blend), sqrt(base) * (2.0 * blend - 1.0) + (2.0 * base) * (1.0 - blend), limit);
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+}
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-void vertex() {
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- UV=UV*uv1_scale.xy+uv1_offset.xy;
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+vec4 overlay(vec4 base, vec4 blend){
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+ vec4 limit = step(0.5, base);
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+ return mix(2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend), limit);
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}
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+vec4 color_burn(vec4 base, vec4 blend){
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+ return 1.0 - (1.0 - base) / blend;
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+}
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+vec4 screen(vec4 base, vec4 blend){
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+ return 1.0 - (1.0 - base) * (1.0 - blend);
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+}
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+void vertex() {
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+ UV=UV*uv1_scale.xy+uv1_offset.xy;
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+ float depth = texture(texture_depth, UV).a;
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+ VERTEX.y += depth * depth_scale;
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+}
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void fragment() {
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vec2 base_uv = UV;
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@@ -68,11 +84,11 @@ void fragment() {
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//base_uv=ofs;
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}*/
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- vec2 scaled_uv = base_uv*vec2(512,512);
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+ vec2 scaled_uv = base_uv*uv2_scale;
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vec4 albedo_tex = texture(texture_albedo,scaled_uv);
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vec4 albedo_tex_big = texture(texture_albedo_big,base_uv);
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- ALBEDO = albedo.rgb * (albedo_tex.rgb + albedo_tex_big.rgb);
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-
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+ //ALBEDO = albedo.rgb * (albedo_tex.rgb + albedo_tex_big.rgb);
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+ ALBEDO = screen(albedo_tex, albedo_tex_big).rgb;
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float roughness_tex = dot(texture(texture_roughness,scaled_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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@@ -99,7 +115,7 @@ shader_param/depth_max_layers = 32
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shader_param/depth_flip = Vector2( 1, 1 )
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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-shader_param/uv2_scale = Vector3( 1, 1, 1 )
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+shader_param/uv2_scale = Vector2( 512, 512 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/texture_albedo = ExtResource( 6 )
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shader_param/texture_roughness = ExtResource( 4 )
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