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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerposition;
- layout (binding = 2) uniform sampler2D samplerNormal;
- layout (binding = 3) uniform sampler2D samplerAlbedo;
- // Depth from the light's point of view
- //layout (binding = 5) uniform sampler2DShadow samplerShadowMap;
- layout (binding = 5) uniform sampler2DArray samplerShadowMap;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- #define LIGHT_COUNT 3
- #define SHADOW_FACTOR 0.25
- #define AMBIENT_LIGHT 0.1
- #define USE_PCF
-
- struct Light
- {
- vec4 position;
- vec4 target;
- vec4 color;
- mat4 viewMatrix;
- };
-
- layout (binding = 4) uniform UBO
- {
- vec4 viewPos;
- Light lights[LIGHT_COUNT];
- int useShadows;
- } ubo;
-
- float textureProj(vec4 P, float layer, vec2 offset)
- {
- float shadow = 1.0;
- vec4 shadowCoord = P / P.w;
- shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
-
- if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
- {
- float dist = texture(samplerShadowMap, vec3(shadowCoord.st + offset, layer)).r;
- if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
- {
- shadow = SHADOW_FACTOR;
- }
- }
- return shadow;
- }
-
- float filterPCF(vec4 sc, float layer)
- {
- ivec2 texDim = textureSize(samplerShadowMap, 0).xy;
- float scale = 1.5;
- float dx = scale * 1.0 / float(texDim.x);
- float dy = scale * 1.0 / float(texDim.y);
-
- float shadowFactor = 0.0;
- int count = 0;
- int range = 1;
-
- for (int x = -range; x <= range; x++)
- {
- for (int y = -range; y <= range; y++)
- {
- shadowFactor += textureProj(sc, layer, vec2(dx*x, dy*y));
- count++;
- }
-
- }
- return shadowFactor / count;
- }
-
- void main()
- {
- // Get G-Buffer values
- vec3 fragPos = texture(samplerposition, inUV).rgb;
- vec3 normal = texture(samplerNormal, inUV).rgb;
- vec4 albedo = texture(samplerAlbedo, inUV);
-
- // Ambient part
- vec3 fragcolor = albedo.rgb * AMBIENT_LIGHT;
-
- vec3 N = normalize(normal);
-
- float shadow = 0.0;
-
- for(int i = 0; i < LIGHT_COUNT; ++i)
- {
- // Vector to light
- vec3 L = ubo.lights[i].position.xyz - fragPos;
- // Distance from light to fragment position
- float dist = length(L);
- L = normalize(L);
-
- // Viewer to fragment
- vec3 V = ubo.viewPos.xyz - fragPos;
- V = normalize(V);
-
- float lightCosInnerAngle = cos(radians(15.0));
- float lightCosOuterAngle = cos(radians(25.0));
- float lightRange = 100.0;
-
- // Direction vector from source to target
- vec3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
-
- // Dual cone spot light with smooth transition between inner and outer angle
- float cosDir = dot(L, dir);
- float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
- float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
-
- // Diffuse lighting
- float NdotL = max(0.0, dot(N, L));
- vec3 diff = vec3(NdotL);
-
- // Specular lighting
- vec3 R = reflect(-L, N);
- float NdotR = max(0.0, dot(R, V));
- vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
-
- fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
- }
-
- // Shadow calculations in a separate pass
- if (ubo.useShadows > 0)
- {
- for(int i = 0; i < LIGHT_COUNT; ++i)
- {
- vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
-
- float shadowFactor;
- #ifdef USE_PCF
- shadowFactor= filterPCF(shadowClip, i);
- #else
- shadowFactor = textureProj(shadowClip, i, vec2(0.0));
- #endif
-
- fragcolor *= shadowFactor;
- }
- }
-
- outFragColor.rgb = fragcolor;
- }
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