#version 330 uniform sampler2D tex; uniform sampler2D shadowmap; uniform vec3 viewPos; uniform vec3 sun; uniform vec4 fogColor; uniform float alpha; // Alpha of the semi-transparant layer // Fragment information in vec4 fragPos; in vec4 fragPosLightspace; in vec3 fragNormal; in vec2 fragTexCoord; vec4 fragColor; out vec4 outputColor; const float gamma = 2.2; const float ambient = 0.3, specularStrength = 1.6, specularShininess = 128; const float fogDensity = .00003; float finalpha; float light; vec4 texpixel, color; void lightSun(); float lightSunShadow(); void lightPoint(int i); void main() { fragColor = vec4(pow(texture(tex, fragTexCoord).rgb, vec3(gamma)), 1.0f); finalpha = alpha; light = ambient; lightSun(); color += vec4(fragColor.rgb * light, 0.0f); color.a = fragColor.a; color.rgb = pow(color.rgb, vec3(1.0/gamma)); float z = gl_FragCoord.z / gl_FragCoord.w; float fog = clamp(exp(-fogDensity * z * z), 0.2, 1); outputColor = mix(fogColor, color, fog) * finalpha; } void lightSun() { /* Diffuse */ vec3 lightDir = sun; float diffuse = max(dot(fragNormal, lightDir), 0.0f); /* Specular */ vec3 viewDir = normalize(viewPos - fragPos.xyz); vec3 reflectDir = reflect(-lightDir, fragNormal); float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess); float shadow = lightSunShadow(); light += diffuse * shadow; color += vec4(vec3(specular), 0.0f) * shadow; if (specular*shadow > 1.0f) { finalpha = min(finalpha + specular - 1.0f, 1.0f); } finalpha = min(finalpha + 0.1f * shadow, 1.0f); } float lightSunShadow() { /* Shadow */ float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001); vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w; projCoords = projCoords*0.5 + 0.5; float closestDepth = texture(shadowmap, projCoords.xy).r; float currentDepth = projCoords.z; float shadow = 0; if (currentDepth > 1.0f || currentDepth < 0.0f) return 1.0f; //vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0); vec2 texelSize = 0.4 / textureSize(shadowmap, 0); for (int x=-4; x<=4; ++x) for (int y=-4; y<=4; ++y) { float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r; shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f; } return min(shadow/81.0f, 1.0f); }