#version 150 core uniform vec4 uColor; uniform vec3 uLightDirection; uniform vec3 uViewPosition; uniform sampler2D uAlbedoTexture; #define USE_SAMPLER2D_SHADOW 1 #ifdef USE_SAMPLER2D_SHADOW uniform sampler2DShadow uShadowMap; #else uniform sampler2D uShadowMap; #endif in vec3 ioFragPosition; in vec3 ioFragNormal; in vec2 ioFragTexCoords; smooth in vec4 ioFragColor; in vec4 ioFragPosLightSpace; out vec4 outColor; float ShadowCalculationPCF(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; } float ShadowCalculation(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 = 0.01; #ifdef USE_SAMPLER2D_SHADOW float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias)); #else float closest_depth = texture(uShadowMap, projected_coordinates.xy).r; bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003); #endif return current_depth - bias > closest_depth ? 1.0 : 0.0; } void main() { vec4 albedo_color = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor; // ambient lighting float ambient_strength = 0.2; vec4 ambient = ambient_strength * albedo_color; // diffuse lighting vec3 normal_dir = normalize(ioFragNormal); vec3 light_dir = normalize(uLightDirection); float diff = max(dot(normal_dir, light_dir), 0.0); vec4 diffuse = diff * albedo_color; // specular lighting vec3 view_dir = normalize(uViewPosition - ioFragPosition); vec3 halfway_dir = normalize(light_dir + view_dir); float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32); vec4 specular = spec * vec4(0.5); // shadow // float shadow = ShadowCalculation(ioFragPosLightSpace); float shadow = ShadowCalculationPCF(ioFragPosLightSpace); outColor = ambient + (1.0 - shadow) * (diffuse + specular); // // // vec3 projected_coordinates = ioFragPosLightSpace.xyz / ioFragPosLightSpace.w; // projected_coordinates = projected_coordinates * 0.5 + 0.5; // float shadow_map_value = texture(uShadowMap, projected_coordinates.xy).r; // outColor = shadow_map_value * vec4(1.0, 1.0, 1.0, 1.0); // // outColor = vec4(vec3(1.0f - shadow_map_value), 1.0); // outColor = (shadow) * vec4(1.0, 1.0, 1.0, 1.0); // outColor = ioFragPosLightSpace / ioFragPosLightSpace.w; // outColor = ambient + diffuse + specular; }