184 lines
5.4 KiB
GLSL
184 lines
5.4 KiB
GLSL
#version 330 core
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in vec3 vWorldPos;
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in vec3 vWorldNormal;
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out vec4 FragColor;
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uniform vec3 uCameraPos;
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uniform float uPanelW;
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uniform float uPanelH;
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uniform float uPanelD;
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uniform int uRows;
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uniform int uCols;
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uniform float uPitch;
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uniform float uDotRadius;
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uniform int uRenderMode; // 0=realistic, 1=dataViz
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const float PI = 3.14159265359;
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float saturate(float x) { return clamp(x, 0.0, 1.0); }
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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float noise2d(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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float a = hash12(i);
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float b = hash12(i + vec2(1.0, 0.0));
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float c = hash12(i + vec2(0.0, 1.0));
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float d = hash12(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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float fbm(vec2 p) {
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float v = 0.0;
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float a = 0.5;
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for (int i = 0; i < 4; ++i) {
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v += a * noise2d(p);
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p *= 2.0;
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a *= 0.5;
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}
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return v;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float D_GGX(float NdotH, float roughness) {
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float a = max(0.04, roughness);
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float alpha = a * a;
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float alpha2 = alpha * alpha;
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float denom = (NdotH * NdotH) * (alpha2 - 1.0) + 1.0;
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return alpha2 / (PI * denom * denom + 1e-7);
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}
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float G_SchlickGGX(float NdotV, float roughness) {
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k + 1e-7);
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}
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float G_Smith(float NdotV, float NdotL, float roughness) {
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float ggx1 = G_SchlickGGX(NdotV, roughness);
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float ggx2 = G_SchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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float D_GGX_Aniso(vec3 N, vec3 H, vec3 T, vec3 B, float ax, float ay) {
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float NdotH = saturate(dot(N, H));
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float TdotH = dot(T, H);
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float BdotH = dot(B, H);
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float ax2 = ax * ax;
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float ay2 = ay * ay;
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float denom = (TdotH * TdotH) / (ax2 + 1e-7) + (BdotH * BdotH) / (ay2 + 1e-7) + NdotH * NdotH;
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return 1.0 / (PI * ax * ay * denom * denom + 1e-7);
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}
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vec3 evalLight(
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vec3 N,
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vec3 V,
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vec3 L,
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vec3 lightColor,
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vec3 baseColor,
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float metallic,
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float roughness,
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float aniso,
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vec3 brushDir
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) {
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float NdotL = saturate(dot(N, L));
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float NdotV = saturate(dot(N, V));
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if (NdotL <= 0.0 || NdotV <= 0.0) return vec3(0.0);
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vec3 H = normalize(V + L);
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float NdotH = saturate(dot(N, H));
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float VdotH = saturate(dot(V, H));
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vec3 F0 = mix(vec3(0.04), baseColor, metallic);
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vec3 F = fresnelSchlick(VdotH, F0);
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float D = D_GGX(NdotH, roughness);
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if (aniso > 0.001) {
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vec3 T = normalize(brushDir - N * dot(brushDir, N));
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vec3 B = normalize(cross(N, T));
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float alpha = max(0.04, roughness);
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float a = alpha * alpha;
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float ax = mix(a, a * 0.35, aniso);
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float ay = mix(a, a * 1.80, aniso);
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D = D_GGX_Aniso(N, H, T, B, ax, ay);
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}
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float G = G_Smith(NdotV, NdotL, roughness);
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vec3 spec = (D * G * F) / max(4.0 * NdotV * NdotL, 1e-6);
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vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
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vec3 diff = kD * baseColor / PI;
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return (diff + spec) * lightColor * NdotL;
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}
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float nearestDotDistanceXZ(vec2 xz) {
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if (uPitch <= 0.0 || uRows <= 0 || uCols <= 0) return 1e6;
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int colsM1 = max(uCols - 1, 0);
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int rowsM1 = max(uRows - 1, 0);
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float halfGridW = float(colsM1) * uPitch * 0.5;
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float halfGridD = float(rowsM1) * uPitch * 0.5;
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vec2 g = (xz + vec2(halfGridW, halfGridD)) / max(1e-6, uPitch);
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vec2 gi = floor(g + 0.5);
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gi = clamp(gi, vec2(0.0), vec2(float(colsM1), float(rowsM1)));
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vec2 c = gi * uPitch - vec2(halfGridW, halfGridD);
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return length(xz - c);
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}
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void main() {
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// panel 先用一个固定颜色(后续可以加光照/材质)
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vec3 N = normalize(vWorldNormal);
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vec3 V = normalize(uCameraPos - vWorldPos);
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float isTop = step(0.75, N.y);
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// ------------------------------------------------------------
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// Industrial engineering model: neutral matte gray panel (support layer only)
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// ------------------------------------------------------------
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vec3 topBase = vec3(0.30, 0.31, 0.32);
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vec3 sideBase = vec3(0.27, 0.28, 0.29);
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vec3 baseColor = mix(sideBase, topBase, isTop);
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vec2 xz = vWorldPos.xz;
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float dotContact = 0.0;
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if (isTop > 0.5 && uDotRadius > 0.0) {
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float d = nearestDotDistanceXZ(xz);
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float w = max(0.002, uDotRadius * 0.22);
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dotContact = 1.0 - smoothstep(uDotRadius, uDotRadius + w, d);
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}
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vec3 L = normalize(vec3(0.45, 1.00, 0.20));
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float diff = saturate(dot(N, L));
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float lighting = 0.90 + 0.10 * diff;
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float hw = max(1e-6, uPanelW * 0.5);
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float hd = max(1e-6, uPanelD * 0.5);
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float edgeDist = min(hw - abs(vWorldPos.x), hd - abs(vWorldPos.z));
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float edgeW = max(0.002, min(hw, hd) * 0.012);
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float edgeLine = (1.0 - smoothstep(edgeW, edgeW * 2.5, edgeDist)) * isTop;
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float rim = pow(1.0 - saturate(dot(N, V)), 2.2) * isTop;
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float ao = 1.0 - dotContact * 0.08;
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vec3 col = baseColor * lighting * ao;
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col += edgeLine * vec3(0.020);
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col += rim * vec3(0.015);
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// Slightly deepen the bottom face to read as thickness, but keep it subtle.
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float isBottom = step(0.75, -N.y);
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col *= mix(1.0, 0.92, isBottom);
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FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
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}
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