88 lines
2.0 KiB
GLSL
88 lines
2.0 KiB
GLSL
#version 330
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uniform sampler2D tex;
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uniform sampler2D shadowmap;
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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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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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out vec4 outputColor;
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const float gamma = 2.2;
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const float ambient = 0.3, specularStrength = 0.5, specularShininess = 32;
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const float fogDensity = .00003;
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float light;
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vec4 texpixel, color;
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void lightSun();
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float lightSunShadow();
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void lightPoint(int i);
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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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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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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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outputColor = mix(fogColor, color, fog);
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//outputColor.rgb = pow(outputColor.rgb, vec3(1.0/gamma));
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}
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void lightSun() {
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/* Diffuse */
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vec3 lightDir = sun;
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float diffuse = max(dot(fragNormal, lightDir), 0.0f);
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/* Specular */
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vec3 viewDir = normalize(viewPos - fragPos.xyz);
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vec3 reflectDir = reflect(-lightDir, fragNormal);
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float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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color += vec4(vec3(specular), 0.0f) * shadow;
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}
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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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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 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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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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}
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