70 lines
No EOL
2.5 KiB
GLSL
70 lines
No EOL
2.5 KiB
GLSL
#version 410
|
|
|
|
layout(location = 0) in vec3 colorin;
|
|
layout(location = 1) in vec3 normal;
|
|
layout(location = 2) in vec3 pos;
|
|
layout(location = 3) in vec4 lightviewpos[3];
|
|
layout(location = 8) in vec2 UV;
|
|
|
|
uniform int numLights;
|
|
uniform sampler2D ShadowMaps[3];
|
|
uniform vec3 lightpos[3];
|
|
uniform vec3 lightColor[3];
|
|
uniform float near;
|
|
|
|
layout(location = 0) out vec4 colorOut;
|
|
layout(location = 1) out float depth;
|
|
|
|
|
|
const float ambientFactor = 0.25;
|
|
const float diffuseFactor = 0.5;
|
|
const float specFactor = 1.0;
|
|
const float shininess = 16.0;
|
|
const float screenGamma = 2.2;
|
|
const float pitl = 2*3.14159265359 / 16.0;
|
|
const float circlelength = 100000.0;
|
|
|
|
bool isVisible(int i, vec2 offs, float lambertian)
|
|
{
|
|
vec2 size = textureSize(ShadowMaps[i], 0);
|
|
float bias = (1.0 / (10.0 * max(size.x, size.y)))*sin(acos(lambertian));
|
|
return !((texture(ShadowMaps[i],lightviewpos[i].xy + offs).x) < (lightviewpos[i].z - bias)) && lightviewpos[i].z > near * 2;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 colorLinear = ambientFactor * colorin;
|
|
|
|
for(int i = 0; i < numLights; i++){
|
|
vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
|
|
float lambertian = dot(normalize(normal),lightDir);
|
|
float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0);
|
|
float specular = 0;
|
|
vec3 viewDir = normalize(-pos.xyz);
|
|
vec3 halfDir = normalize(lightDir + viewDir);
|
|
float specAngle = max(dot(halfDir, normalize(normal)), 0.0);
|
|
specular = int(lambertian > 0)*pow(specAngle, shininess);
|
|
//int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z)));
|
|
float visible = 0;
|
|
int count = 0;
|
|
|
|
vec2 texelSize = 1.0 / textureSize(ShadowMaps[i], 0);
|
|
for(int x = -2; x <= 2; x++){
|
|
for(int y = -2; y <= 2; y++){
|
|
vec2 offs = vec2(x, y) * texelSize;
|
|
visible += float(int(isVisible(i, offs, lambertian))) * 1.0/25.0;
|
|
}
|
|
}
|
|
bool condition = visible >= (1.0/5.0);
|
|
visible = float(condition) * 1.0 + float(!condition) * visible;
|
|
|
|
colorLinear += (visible * 0.5 + 0.0) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin) * (200.0/(length(lightpos[i] - pos.xyz) * length(lightpos[i] - pos.xyz)));
|
|
// colorLinear = vec3(visible, visible, visible);
|
|
}
|
|
|
|
vec3 colorGammaCorrected = colorLinear;//pow(colorLinear, vec3(1.0/screenGamma));
|
|
|
|
colorOut = vec4(colorGammaCorrected,1.0);
|
|
|
|
depth = gl_FragCoord.z;
|
|
} |