99 lines
2.7 KiB
GLSL
99 lines
2.7 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
|
|
|
|
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);
|
|
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 = ShadowCalculationPCF(ioFragPosLightSpace);
|
|
outColor = ambient + (1.0 - shadow) * (diffuse + specular);
|
|
|
|
outPosition = ioFragPosition.xyz;
|
|
outNormal = ioFragNormal;
|
|
}
|