protot/data/shaders/fs_default.glsl

65 lines
2.0 KiB
GLSL

#version 150 core
uniform vec4 uColor;
uniform vec3 uLightDirection;
uniform vec3 uViewPosition;
uniform sampler2D uAlbedoTexture;
uniform sampler2D uShadowMap;
in vec3 ioFragPosition;
in vec3 ioFragNormal;
in vec2 ioFragTexCoords;
smooth in vec4 ioFragColor;
in vec4 ioFragPosLightSpace;
out vec4 outColor;
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 closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
float current_depth = projected_coordinates.z;
float bias = max(0.05 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.005);
bias = 0.0;
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);
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;
}