prosperon/source/shaders/3d/modelfrag.glsl

186 lines
5.1 KiB
Plaintext
Raw Permalink Normal View History

2022-06-21 23:16:14 -05:00
#version 330 core
out vec4 FragColor;
struct Light {
vec3 direction;
vec3 color;
float strength;
};
struct PLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 color;
float strength;
};
struct SpotLight {
vec3 position;
vec3 direction;
vec3 color;
float strength;
float cutoff;
float outerCutoff;
float distance;
float constant;
float linear;
float quadratic;
};
in vec3 FragPos;
in vec2 TexCoords;
in vec4 FragPosLightSpace;
in mat3 TBN;
//in vec3 TangentLightPos;
in vec3 TangentViewPos;
in vec3 TangentFragPos;
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_normal1;
uniform sampler2D shadowMap;
uniform Light dirLight;
uniform vec3 viewPos;
vec3 norm;
vec3 viewDir;
#define NR_POINT_LIGHTS 1
uniform PLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
float ShadowCalculation(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(shadowMap, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// calculate bias (based on depth map resolution and slope)
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
// check whether current frag pos is in shadow
// float shadow = currentDepth - bias > closest Depth ? 1.0 : 0.0;
// PCF
float shadow = 0.0;
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 ? 1.0 : 0.0;
}
}
shadow /= 9.0;
// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
if(projCoords.z > 1.0)
shadow = 0.0;
return shadow;
}
vec3 CalcDirLight(Light light) {
vec3 lightDir = TBN * normalize(-light.direction);
float lightStrength = 3.f;
vec3 lightColor = vec3(1.f);
// diffuse shading
float diff = max(dot(norm, lightDir), 0.f);
// specular shading
float specularStrength = 0.5f;
vec3 reflectDir = reflect(-lightDir, norm);
vec3 halfwayDir = normalize(lightDir + viewDir); // Use this instead of reflectDir?
float spec = pow(max(dot(viewDir, halfwayDir), 0.0), 32.f) * specularStrength; // 32.f is "shininess"
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
// combine results
return light.strength * (diff + spec) * (1.f-shadow) * light.color;
}
vec3 CalcPointLight(PLight light) {
vec3 tbnPos = TBN * light.position;
vec3 lightDir = normalize(tbnPos - TangentFragPos);
// Diffuse
float diff = max(dot(norm, lightDir), 0.f);
// specular
vec3 reflectDir = reflect(-lightDir, norm);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(viewDir, halfwayDir), 0.f), 32.f);
// Attenuation
float distance = length(light.position - TangentFragPos);
float attenuation = 1.f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
return light.color * attenuation * light.strength * (diff + spec);
}
vec3 CalcSpotLight(SpotLight light) {
vec3 tbnPos = TBN * light.position;
vec3 tbnDir = TBN * light.direction;
vec3 lightDir = normalize(tbnPos - TangentFragPos);
float diff = max(dot(norm, lightDir), 0.f);
vec3 reflectDir = reflect(-lightDir, norm);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(viewDir, halfwayDir), 0.f), 32.f);
float theta = dot(lightDir, normalize(-tbnDir));
float epsilon = light.cutoff - light.outerCutoff;
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.f, 1.f);
float distance = length(light.position - FragPos);
float attenuation = 1.f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
return light.color * light.strength * (diff + spec) * intensity * attenuation;
}
void main()
{
vec4 model = texture(texture_diffuse1, TexCoords);
if (model.a <= 0.1f)
discard;
vec3 albedo = model.rgb;
norm = texture(texture_normal1, TexCoords).rgb;
norm = normalize(norm * 2.f - 1.f);
//vec3 norm = normalize(TangentViewPos);
viewDir = normalize(TangentViewPos - TangentFragPos);
// Ambient doesn't change
float ambientStrength = 0.3f;
vec3 ambientColor = vec3(1.f);
vec3 ambient = ambientStrength * ambientColor;
// Per light calculation
// Directional
vec3 result = CalcDirLight(dirLight);
result += ambient;
// Point
for (int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i]);
result += CalcSpotLight(spotLight);
FragColor = vec4(result * model.rgb, 1.f);
}