render: deferred shading
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@ -1,16 +1,23 @@
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#version 330
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uniform sampler2D tex;
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uniform sampler2D shadowmap;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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uniform vec3 sun;
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uniform vec4 fogColor;
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// G-Buffers
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uniform sampler2D gPos;
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uniform sampler2D gNorm;
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uniform sampler2D gColor;
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// Fragment information from G-Buffers
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vec4 fragPos;
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vec4 fragPosLightspace;
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float fragPosLightspaceZ;
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vec3 fragNormal;
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vec4 fragColor;
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in vec4 fragPos;
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in vec4 fragPosLightspace;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec2 fragPosScreen;
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out vec4 outputColor;
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@ -28,19 +35,30 @@ float lightSunShadow();
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void lightPoint(int i);
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void loadGBuffer() {
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fragNormal = texture(gNorm, fragPosScreen).xyz;
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if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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discard;
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vec4 fragGPos = texture(gPos, fragPosScreen);
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fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
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fragPosLightspaceZ = fragGPos.w;
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fragColor = texture(gColor, fragPosScreen);
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fragPosLightspace = lightspace * fragPos;
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}
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void main() {
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texpixel = texture(tex, fragTexCoord);
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if (texpixel.a < 1e-3)
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discard;
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texpixel.rgb = pow(texpixel.rgb, vec3(gamma));
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loadGBuffer();
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light = ambient;
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lightSun();
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color += vec4(texpixel.rgb * light, 0.0f);
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color.a = texpixel.a;
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.rgb = pow(color.rgb, vec3(1.0/gamma));
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float z = gl_FragCoord.z / gl_FragCoord.w;
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@ -66,22 +84,23 @@ void lightSun() {
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float lightSunShadow() {
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/* Shadow */
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float bias = max(0.005 * (1.0 - dot(fragNormal, sun)), 0.0005);
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float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
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vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
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projCoords = projCoords*0.5 + 0.5;
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//float closestDepth = texture(shadowmap, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float closestDepth = texture(shadowmap, projCoords.xy).r;
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//float currentDepth = projCoords.z;
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float currentDepth = fragPosLightspaceZ;
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float shadow = 0;
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if (currentDepth > 1.0f || currentDepth < 0.0f)
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return 1.0f;
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vec2 texelSize = 1.0 / textureSize(shadowmap, 0);
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for (int x=-1; x<=1; ++x)
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for (int y=-1; y<=1; ++y) {
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//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
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vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
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for (int x=-4; x<=4; ++x)
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for (int y=-4; y<=4; ++y) {
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float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
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shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
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}
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shadow /= 9.0f;
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return shadow;
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return min(shadow/81.0f, 1.0f);
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}
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26
internal/asset/shader/world.geometry.frag
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26
internal/asset/shader/world.geometry.frag
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@ -0,0 +1,26 @@
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#version 330
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uniform sampler2D tex;
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in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in float fragLight;
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layout (location = 0) out vec4 outputPosition;
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layout (location = 1) out vec4 outputNormal;
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layout (location = 2) out vec4 outputColor;
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const float gamma = 2.2;
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void main() {
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragPosLightspaceZ;
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outputNormal.xyz = fragNormal;
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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}
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36
internal/asset/shader/world.geometry.vert
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36
internal/asset/shader/world.geometry.vert
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@ -0,0 +1,36 @@
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec3 fragPosWorld;
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out float fragPosLightspaceZ;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out float fragLight;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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fragLight = light;
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gl_Position = projection * view * model * vec4(vert, 1);
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vec4 pos4 = model * vec4(vert, 1);
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fragPosWorld = pos4.xyz / pos4.w;
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vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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fragPosWorld -= viewPos;
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}
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@ -1,28 +1,12 @@
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec4 fragPos;
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out vec4 fragPosLightspace;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec2 fragPosScreen;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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gl_Position = projection * view * model * vec4(vert, 1);
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fragPos = model * vec4(vert, 1);
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fragPosLightspace = lightspace * fragPos;
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gl_Position = vec4(vert, 0.0f, 1);
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fragPosScreen = texCoord;
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}
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