protot/data/shaders/fs_default.glsl

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#version 150 core
uniform vec4 uColor;
uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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uniform sampler2D uAlbedoTexture;
#define USE_SAMPLER2D_SHADOW 1
//
// Single Shadow MAp
//
#ifdef USE_SAMPLER2D_SHADOW
uniform sampler2DShadow uShadowMap;
#else
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uniform sampler2D uShadowMap;
#endif
//
// Cascaded Shadow Maps
//
const int NUM_SPLITS = 4;
#ifdef USE_SAMPLER2D_SHADOW
uniform sampler2DShadow uShadowMaps[NUM_SPLITS];
#else
uniform sampler2D uShadowMaps[NUM_SPLITS];
#endif
uniform mat4 uViewToLightMatrix[NUM_SPLITS];
uniform float uShowCascadesAlpha;
uniform vec4 uShadowSplits;
uniform vec4 uShadowSplitBias;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
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in vec3 ioFragPosition;
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in vec3 ioFragNormal;
in vec2 ioFragTexCoords;
smooth in vec4 ioFragColor;
in vec4 ioFragPosLightSpace;
out vec4 outColor;
out vec3 outPosition;
out vec3 outNormal;
float ShadowCalculationPCF_OLD(vec4 frag_pos_light_space) {
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
projected_coordinates = projected_coordinates * 0.5 + 0.5;
float current_depth = projected_coordinates.z;
float bias = 0.00;
bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003);
float shadow = 0.0;
vec2 texel_size = 1.0 / textureSize(uShadowMap, 0);
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
#ifdef USE_SAMPLER2D_SHADOW
vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
float pcf_depth = texture(uShadowMap, vec3(coordinate, current_depth - bias));
#else
float pcf_depth = texture(uShadowMap, projected_coordinates.xy).r;
#endif
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
#ifdef USE_SAMPLER2D_SHADOW
float ShadowCalculationPCF(sampler2DShadow shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
#else
float ShadowCalculationPCF(sampler2D shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
#endif
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
projected_coordinates = projected_coordinates * 0.5 + 0.5;
if (abs(projected_coordinates.z) > 1.0 ) {
return 0.0;
}
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float current_depth = projected_coordinates.z;
float bias = 0.00;
bias = max(shadow_bias * (1.0 - dot(frag_normal_light_space, uLightDirection)), shadow_bias);
float shadow = 0.0;
vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
#ifdef USE_SAMPLER2D_SHADOW
vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
float pcf_depth = texture(shadow_map, vec3(coordinate, current_depth - bias));
#else
float pcf_depth = texture(shadow_map, projected_coordinates.xy).r;
#endif
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
vec3 get_cascade_color (float depth) {
if (depth < uShadowSplits[0]) {
return vec3 (1.0, 0.0, 0.0);
} else if (depth < uShadowSplits[1]) {
return vec3 (1.0, 1.0, 0.0);
} else if (depth < uShadowSplits[2]) {
return vec3 (0.0, 1.0, 0.0);
}
return vec3 (0.0, 0.0, 1.0);
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}
void main() {
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vec4 albedo_color = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor;
vec3 position = ioFragPosition.xyz;
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// ambient lighting
float ambient_strength = 0.2;
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vec4 ambient = ambient_strength * albedo_color;
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// diffuse lighting
vec3 normal = normalize(ioFragNormal);
vec3 light_dir = -(mat3(uViewMatrix)) * uLightDirection;
float diff = max(dot(normal, light_dir), 0.0);
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vec4 diffuse = diff * albedo_color;
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// specular lighting
vec3 view_dir = normalize(-ioFragPosition);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
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vec4 specular = spec * vec4(0.5);
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// shadow
float shadow = 0;
if (-position.z < uShadowSplits[0]) {
// shadow (need to transform position and normal to light space)
vec4 position_light_space = uViewToLightMatrix[0] * vec4(position, 1.0);
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[0])) * vec4(normal, 1.0)).xyz;
shadow = ShadowCalculationPCF(uShadowMaps[0], position_light_space, normal, uShadowSplitBias[0]);
} else if (-position.z< uShadowSplits[1]) {
vec4 position_light_space = uViewToLightMatrix[1] * vec4(position, 1.0);
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[1])) * vec4(normal, 1.0)).xyz;
shadow = ShadowCalculationPCF(uShadowMaps[1], position_light_space, normal, uShadowSplitBias[1]);
} else if (-position.z< uShadowSplits[2]) {
vec4 position_light_space = uViewToLightMatrix[2] * vec4(position, 1.0);
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[2])) * vec4(normal, 1.0)).xyz;
shadow = ShadowCalculationPCF(uShadowMaps[2], position_light_space, normal, uShadowSplitBias[2]);
} else {
vec4 position_light_space = uViewToLightMatrix[3] * vec4(position, 1.0);
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[3])) * vec4(normal, 1.0)).xyz;
shadow = ShadowCalculationPCF(uShadowMaps[3], position_light_space, normal, uShadowSplitBias[3]);
}
vec4 cascade = vec4(get_cascade_color(-position.z), 1.0);
ambient = (uShowCascadesAlpha * cascade) + (1.0 - uShowCascadesAlpha) * ambient;
outColor = (ambient + (1.0 - shadow) * (diffuse + specular));
// float shadow = ShadowCalculationPCF(uShadowMap, ioFragPosLightSpace, normal, 0.001);
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outColor = ambient + (1.0 - shadow) * (diffuse + specular);
outPosition = ioFragPosition.xyz;
outNormal = normalize(ioFragNormal);
}