gl01/internal/asset/shader/world.frag

88 lines
2.0 KiB
GLSL

#version 330
uniform sampler2D tex;
uniform sampler2D shadowmap;
uniform vec3 viewPos;
uniform vec3 sun;
uniform vec4 fogColor;
in vec4 fragPos;
in vec4 fragPosLightspace;
in vec2 fragTexCoord;
in vec3 fragNormal;
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 main() {
texpixel = texture(tex, fragTexCoord);
if (texpixel.a < 1e-3)
discard;
texpixel.rgb = pow(texpixel.rgb, vec3(gamma));
light = ambient;
lightSun();
color += vec4(texpixel.rgb * light, 0.0f);
color.a = texpixel.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(0.005 * (1.0 - dot(fragNormal, sun)), 0.0005);
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 = 1.0 / textureSize(shadowmap, 0);
for (int x=-1; x<=1; ++x)
for (int y=-1; y<=1; ++y) {
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
}
shadow /= 9.0f;
return shadow;
}