protot/data/shaders/fs_default.glsl

103 lines
2.8 KiB
GLSL

#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
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
in vec3 ioFragPosition;
in vec3 ioFragNormal;
in vec2 ioFragTexCoords;
smooth in vec4 ioFragColor;
in vec4 ioFragPosLightSpace;
out vec4 outColor;
out vec3 outPosition;
out vec3 outNormal;
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);
vec3 light_dir = transpose(inverse(mat3(uViewMatrix * uModelMatrix))) * uLightDirection;
float diff = max(dot(normal_dir, light_dir), 0.0);
vec4 diffuse = diff * albedo_color;
// specular lighting
vec3 view_dir = normalize(-ioFragPosition);
vec3 halfway_dir = normalize(light_dir + view_dir);
float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 64);
vec4 specular = spec * vec4(0.5);
// shadow
float shadow = ShadowCalculationPCF(ioFragPosLightSpace);
outColor = ambient + (1.0 - shadow) * (diffuse + specular);
outPosition = ioFragPosition.xyz;
outNormal = normalize(ioFragNormal);
}