prosperon/source/shaders/diffuse.sglsl

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@vs vs
in vec3 a_pos;
in vec2 a_tex_coords;
in vec3 a_norm;
out vec2 tex_coords;
out vec3 normal;
out vec3 frag_pos;
out vec4 frag_pos_light;
uniform vs_p {
uniform mat4 vp;
uniform mat4 model;
uniform mat4 proj;
uniform mat4 lsm;
};
void main() {
frag_pos = vec3(model * vec4(a_pos, 1.0));
gl_Position = proj * vp * vec4(frag_pos, 1.0);
tex_coords = a_tex_coords;
normal = mat3(transpose(inverse(model))) * a_norm;
frag_pos_light = lsm * vec4(frag_pos, 1.0);
}
@end
@fs fs
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in vec2 tex_coords;
in vec3 normal;
in vec3 frag_pos;
in vec4 frag_pos_light;
out vec4 frag_color;
uniform texture2D diffuse;
uniform texture2D normmap;
uniform texture2D shadow_map;
uniform sampler smp;
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uniform fs_p {
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uniform vec3 point_pos;
uniform vec3 dir_dir;
uniform vec3 view_pos;
uniform vec3 spot_pos;
uniform vec3 spot_dir;
uniform vec2 shadow_dim;
};
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/* Ambient light */
float amb_str = 0.3;
vec3 amb_color = vec3(1,1,1);
float spec_str = 0.5;
/* point */
float constant = 1;
float linear = 0.09;
float quad = 0.032;
/* spotlight */
float cutoff = 12.5; /* cutoff in radians */
float outer_cutoff = 17.5;
vec3 norm = vec3(0,0,0);
vec3 view = vec3(0,0,0);
float light_str(vec3 dir)
{
float d = max(dot(norm, dir), 0.0);
vec3 refl = reflect(-dir, norm);
float s = pow(max(dot(view,refl), 0.0), 32);
return s+d;
}
float shadow_calc(vec4 fg)
{
vec3 pc = fg.xyz / fg.w;
pc = pc * 0.5 + 0.5;
if (pc.z > 1.0)
return 0.0;
float closest_depth = texture(sampler2D(shadow_map,smp), pc.xy).r;
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float cur_depth = pc.z;
vec3 light_dir = normalize(vec3(4,100,20) - frag_pos); /* light pos */
float bias = max(0.05 * (1 - dot(norm, light_dir)), 0.005);
return cur_depth - bias > closest_depth ? 1.0 : 0.0;
float s;
vec2 texel_size = 1 / shadow_dim;
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for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
float pcf_depth = texture(sampler2D(shadow_map,smp), pc.xy + vec2(x,y) * texel_size).r;
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s += cur_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
s /= 9.0;
return s;
}
void main() {
norm = normalize(normal);
view = normalize(view_pos - frag_pos);
float point_amt = light_str(normalize(point_pos-frag_pos));
float dist = length(point_pos - frag_pos);
float atten = 1.0 / (constant + linear * dist + quad * (dist*dist));
point_amt *= atten;
float dir_amt = light_str(normalize(-dir_dir));
vec3 spot_dir = normalize(spot_pos - frag_pos);
float theta = dot(spot_dir, normalize(-spot_dir));
float spot_amt = 0;
float epsilon = cutoff - outer_cutoff;
if (theta > cutoff) {
float intensity = clamp((theta - outer_cutoff)/epsilon,0.0,1.0);
spot_amt = light_str(spot_dir) * intensity;
}
vec4 mm = texture(sampler2D(diffuse,smp),tex_coords);
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float shadow = shadow_calc(frag_pos_light);
vec3 res = mm.rgb * (amb_str + (point_amt + dir_amt) * (1 - shadow));
frag_color = vec4(res, mm.a);
}
@end
@program diffuse vs fs