2018-04-10 14:08:28 +02:00
|
|
|
#version 150 core
|
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform sampler2D uPosition;
|
2018-04-10 14:08:28 +02:00
|
|
|
uniform sampler2D uDepth;
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform sampler2D uNormal;
|
|
|
|
uniform sampler2D uColor;
|
2018-06-22 17:31:53 +02:00
|
|
|
uniform sampler2D uAmbientOcclusion;
|
2018-04-10 14:08:28 +02:00
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
const int NUM_SPLITS = 3;
|
|
|
|
|
2018-04-10 14:08:28 +02:00
|
|
|
#define USE_SAMPLER2D_SHADOW 1
|
|
|
|
|
|
|
|
#ifdef USE_SAMPLER2D_SHADOW
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform sampler2DShadow uShadowMap[NUM_SPLITS];
|
2018-04-10 14:08:28 +02:00
|
|
|
#else
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform sampler2D uShadowMaps[NUM_SPLITS];
|
2018-04-10 14:08:28 +02:00
|
|
|
#endif
|
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform mat4 uViewToLightMatrix[NUM_SPLITS];
|
2018-04-10 14:08:28 +02:00
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
uniform float uNear;
|
|
|
|
uniform float uFar;
|
|
|
|
uniform vec4 uShadowSplits;
|
2018-04-10 14:08:28 +02:00
|
|
|
uniform vec3 uLightDirection;
|
2018-06-25 16:55:01 +02:00
|
|
|
uniform float uShadowBias;
|
2018-04-10 14:08:28 +02:00
|
|
|
|
|
|
|
in vec2 ioFragTexCoords;
|
|
|
|
|
|
|
|
out vec3 outColor;
|
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
#ifdef USE_SAMPLER2D_SHADOW
|
|
|
|
float ShadowCalculationPCF(sampler2DShadow shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
|
|
|
|
#else
|
|
|
|
float ShadowCalculationPCF(sampler2D shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
|
|
|
|
#endif
|
2018-06-22 16:51:15 +02:00
|
|
|
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
|
|
|
projected_coordinates = projected_coordinates * 0.5 + 0.5;
|
|
|
|
|
2018-06-25 21:53:43 +02:00
|
|
|
if (abs(projected_coordinates.z) > 1.0 ) {
|
2018-06-25 22:14:30 +02:00
|
|
|
return 0.0;
|
2018-06-25 21:53:43 +02:00
|
|
|
}
|
|
|
|
|
2018-06-22 16:51:15 +02:00
|
|
|
float current_depth = projected_coordinates.z;
|
|
|
|
|
|
|
|
float bias = 0.00;
|
2018-06-25 21:53:43 +02:00
|
|
|
bias = max(0.001 * (1.0 - dot(frag_normal_light_space, uLightDirection)), uShadowBias);
|
2018-06-22 16:51:15 +02:00
|
|
|
|
|
|
|
float shadow = 0.0;
|
2018-07-07 23:09:34 +02:00
|
|
|
vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
|
2018-06-22 16:51:15 +02:00
|
|
|
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;
|
2018-07-07 23:09:34 +02:00
|
|
|
float pcf_depth = texture(shadow_map, vec3(coordinate, current_depth - bias));
|
2018-06-22 16:51:15 +02:00
|
|
|
#else
|
2018-07-07 23:09:34 +02:00
|
|
|
float pcf_depth = texture(shadow_map, projected_coordinates.xy).r;
|
2018-06-22 16:51:15 +02:00
|
|
|
#endif
|
|
|
|
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
shadow /= 9.0;
|
|
|
|
|
|
|
|
return shadow;
|
|
|
|
}
|
|
|
|
|
2018-06-25 22:14:30 +02:00
|
|
|
vec3 get_cascade_color (float depth) {
|
2018-07-07 23:09:34 +02:00
|
|
|
if (depth < uShadowSplits[1]) {
|
2018-06-25 22:14:30 +02:00
|
|
|
return vec3 (1.0, 0.0, 0.0);
|
2018-07-07 23:09:34 +02:00
|
|
|
} else if (depth < uShadowSplits[2]) {
|
2018-06-25 22:14:30 +02:00
|
|
|
return vec3 (0.0, 1.0, 0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return vec3 (0.0, 0.0, 1.0);
|
|
|
|
}
|
|
|
|
|
2018-04-10 14:08:28 +02:00
|
|
|
void main() {
|
|
|
|
vec3 color = texture(uColor, ioFragTexCoords).rgb;
|
|
|
|
vec3 normal = texture (uNormal, ioFragTexCoords).xyz;
|
|
|
|
float depth = texture (uDepth, ioFragTexCoords).r;
|
|
|
|
vec3 position = texture (uPosition, ioFragTexCoords).xyz;
|
2018-06-22 17:31:53 +02:00
|
|
|
float ambient_occlusion = texture(uAmbientOcclusion, ioFragTexCoords).r;
|
2018-04-10 14:08:28 +02:00
|
|
|
|
|
|
|
// ambient lighting
|
|
|
|
float ambient_strength = 0.2;
|
|
|
|
vec3 ambient = ambient_strength * color;
|
|
|
|
|
2018-07-01 00:10:13 +02:00
|
|
|
vec3 light_dir = -uLightDirection;
|
2018-04-10 14:08:28 +02:00
|
|
|
|
|
|
|
// diffuse lighting
|
|
|
|
float diff = max(dot(normal, light_dir), 0.0);
|
|
|
|
vec3 diffuse = diff * color;
|
|
|
|
|
|
|
|
// specular lighting
|
|
|
|
vec3 view_dir = normalize(-position);
|
|
|
|
vec3 halfway_dir = normalize(light_dir + view_dir);
|
|
|
|
|
|
|
|
float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
|
|
|
|
vec3 specular = spec * vec3(0.5);
|
|
|
|
|
2018-07-07 23:09:34 +02:00
|
|
|
float shadow = 0;
|
|
|
|
float normalized_depth = (depth - uNear) / (uFar - uNear);
|
|
|
|
|
|
|
|
if (-position.z < uShadowSplits[1]) {
|
|
|
|
// 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(uShadowMap[0], position_light_space, normal);
|
|
|
|
} else if (-position.z< uShadowSplits[2]) {
|
|
|
|
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(uShadowMap[1], position_light_space, normal);
|
|
|
|
} else {
|
|
|
|
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(uShadowMap[2], position_light_space, normal);
|
|
|
|
}
|
|
|
|
|
|
|
|
// vec3 cascade = get_cascade_color(-position.z);
|
2018-06-25 22:14:30 +02:00
|
|
|
// ambient = cascade;
|
|
|
|
outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion;
|
2018-07-07 23:09:34 +02:00
|
|
|
// outColor = diffuse;
|
2018-06-22 17:31:53 +02:00
|
|
|
// outColor = (ambient + (diffuse + specular)) * ambient_occlusion;
|
2018-04-10 14:08:28 +02:00
|
|
|
}
|