271 lines
8.1 KiB
GLSL
271 lines
8.1 KiB
GLSL
#version 330 core
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layout(location = 0) out vec4 f_color;
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in vec3 v_normal;
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in vec2 v_texCoord;
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in vec3 v_fragmentPosition;
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in vec4 v_fragmentPositionDirectionalLightSpace;
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struct Material {
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sampler2D texture_diffuse0;
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sampler2D texture_diffuse1;
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sampler2D texture_specular0;
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sampler2D texture_specular1;
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sampler2D texture_normal0;
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sampler2D texture_normal1;
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sampler2D texture_height0;
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sampler2D texture_height1;
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sampler2D texture_gloss0;
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sampler2D texture_gloss1;
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float shininess;
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};
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uniform Material u_material;
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struct DirectionalLight {
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bool isActive;
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform DirectionalLight u_directionalLight;
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struct PointLight {
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bool isActive;
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vec3 position;
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float K_q;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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#define NUM_POINT_LIGHTS 16
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uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
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/*struct SpotLight {
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bool isActive;
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vec3 position;
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vec3 direction;
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float innerCutOff;
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float outerCutOff;
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float K_q;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform SpotLight u_spotLight;*/
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uniform mat3 u_normalMatrix;
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uniform vec3 u_viewPosition;
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uniform sampler2D u_texture_directionalShadowMap;
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uniform samplerCube u_texture_pointShadowMap0;
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//uniform samplerCube u_texture_pointShadowMap1;
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//uniform samplerCube u_texture_pointShadowMap2;
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//uniform samplerCube u_texture_pointShadowMap3;
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vec3 sampleOffsetDirections[20] = vec3[] (
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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);
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uniform bool b_drawShadows;
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uniform float pointShadowDepthMapFarPlane;
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vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir);
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vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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//vec3 spotLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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void computeShading(
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vec3 light_ambient, vec3 light_diffuse, vec3 light_specular,
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vec3 lightDir, vec3 viewDir, vec3 normal,
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out vec3 ambient, out vec3 diffuse, out vec3 specular
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);
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float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_q);
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float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir);
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float computePointShadows(vec3 fragPos, vec3 lightPos);
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void main() {
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vec3 fragmentColor = vec3(0.0f);
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vec3 normal = normalize(u_normalMatrix * v_normal);
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vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
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fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
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for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
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fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir);
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}
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// There are currently no spotlights
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//fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPosition, viewDir);
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f_color = vec4(fragmentColor, 1.0f);
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}
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vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir) {
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// Only compute if light source is active
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if(!light.isActive)
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return vec3(0.0f);
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vec3 lightDir = normalize(-light.direction);
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vec3 ambient, diffuse, specular;
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computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
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float shadows = 0.0f;
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if(b_drawShadows)
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shadows = computeDirectionalShadows(v_fragmentPositionDirectionalLightSpace, normal, lightDir);
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return (ambient + (1.0f - shadows) * (diffuse + specular));
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}
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vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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// Only compute if light source is active
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if(!light.isActive)
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return vec3(0.0f);
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 ambient, diffuse, specular;
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computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
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float attenuation = computeAttenuation(light.position, fragPos, light.K_q);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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float shadows = 0.0f;
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if(b_drawShadows)
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shadows = computePointShadows(fragPos, light.position);
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return (ambient + (1.0f - shadows) * (diffuse + specular));
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}
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/*vec3 spotLightContribution(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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// Only compute if light source is active
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if(!light.isActive)
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return vec3(0.0f);
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 ambient, diffuse, specular;
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computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
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float attenuation = computeAttenuation(light.position, fragPos, light.K_q);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.innerCutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
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diffuse *= intensity;
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specular *= intensity;
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return (ambient + diffuse + specular);
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}*/
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void computeShading(
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vec3 light_ambient, vec3 light_diffuse, vec3 light_specular,
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vec3 lightDir, vec3 viewDir, vec3 normal,
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out vec3 ambient, out vec3 diffuse, out vec3 specular) {
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// Diffuse shading
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float diffuseShading = max(dot(normal, lightDir), 0.0f);
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// Specular shading
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specularShading = pow(max(dot(normal, halfwayDir), 0.0f), u_material.shininess);
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vec4 diffuseTex = texture(u_material.texture_diffuse0, v_texCoord);
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vec4 specularTex = texture(u_material.texture_specular0, v_texCoord);
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ambient = light_ambient * vec3(diffuseTex);
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diffuse = light_diffuse * diffuseShading * vec3(diffuseTex);
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specular = light_specular * specularShading * vec3(specularTex);
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}
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float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_q) {
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float distanceLightFragment = length(lightPos - fragPos);
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return 1.0f / (K_q * distanceLightFragment * distanceLightFragment);
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}
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float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
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// Perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// Transform from [-1,1] to [0,1]
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projCoords *= 0.5f;
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projCoords += 0.5f;
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if(projCoords.z > 1.0f) return 0.0f;
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float closestDepth = texture(u_texture_directionalShadowMap, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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bias *= 0.25f;
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(u_texture_directionalShadowMap, 0);
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for(int x = -1; x <= 1; x++) {
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for(int y = -1; y <= 1; y++) {
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float pcfDepth = texture(u_texture_directionalShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0f;
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return shadow;
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}
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float computePointShadows(vec3 fragPos, vec3 lightPos) {
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// get vector between fragment position and light position
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vec3 fragToLight = fragPos - lightPos;
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// now get current linear depth as the length between the fragment and light position
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float currentDepth = length(fragToLight);
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float shadow = 0.0;
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float bias = 0.05;
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int samples = 20;
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float viewDistance = length(u_viewPosition - fragPos);
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float diskRadius = 0.05;
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for(int i = 0; i < samples; ++i) {
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float closestDepth = texture(u_texture_pointShadowMap0, fragToLight + sampleOffsetDirections[i] * diskRadius).r;
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closestDepth *= pointShadowDepthMapFarPlane;
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if(currentDepth - bias > closestDepth)
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shadow += 1.0;
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}
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shadow /= float(samples);
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return shadow;
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}
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