Files
tactileipc3d/shaders/panel.frag
2025-12-18 09:19:39 +08:00

184 lines
5.4 KiB
GLSL

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