#version 330 uniform sampler2D shadowmap; uniform mat4 lightspace; uniform vec3 viewPos; uniform vec3 sun; uniform vec4 fogColor; // G-Buffers uniform sampler2D gPos; uniform sampler2D gNorm; uniform sampler2D gColor; // Fragment information from G-Buffers vec4 fragPos; vec4 fragPosLightspace; float fragPosLightspaceZ; vec3 fragNormal; vec4 fragColor; in vec2 fragPosScreen; out vec4 outputColor; const float gamma = 2.2; const float ambient = 0.3, specularStrength = 0.5, specularShininess = 32; const float fogDensity = .00003; float light; vec4 texpixel, color; void lightSun(); float lightSunShadow(); void lightPoint(int i); void loadGBuffer() { fragNormal = texture(gNorm, fragPosScreen).xyz; if (fragNormal == vec3(0.0f, 0.0f, 0.0f)) discard; vec4 fragGPos = texture(gPos, fragPosScreen); fragPos = vec4(fragGPos.xyz + viewPos, 1.0f); fragPosLightspaceZ = fragGPos.w; fragColor = texture(gColor, fragPosScreen); fragPosLightspace = lightspace * fragPos; } void main() { loadGBuffer(); 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); } 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; } 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 currentDepth = fragPosLightspaceZ; 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); }