1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071 |
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D shadowMap;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inViewVec;
- layout (location = 3) in vec3 inLightVec;
- layout (location = 4) in vec4 inShadowCoord;
-
- layout (constant_id = 0) const int enablePCF = 0;
-
- layout (location = 0) out vec4 outFragColor;
-
- #define ambient 0.1
-
- float textureProj(vec4 P, vec2 off)
- {
- float shadow = 1.0;
- vec4 shadowCoord = P / P.w;
- if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
- {
- float dist = texture( shadowMap, shadowCoord.st + off ).r;
- if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
- {
- shadow = ambient;
- }
- }
- return shadow;
- }
-
- float filterPCF(vec4 sc)
- {
- ivec2 texDim = textureSize(shadowMap, 0);
- 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, vec2(dx*x, dy*y));
- count++;
- }
-
- }
- return shadowFactor / count;
- }
-
- void main()
- {
- float shadow = (enablePCF == 1) ? filterPCF(inShadowCoord / inShadowCoord.w) : textureProj(inShadowCoord / inShadowCoord.w, vec2(0.0));
-
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- vec3 V = normalize(inViewVec);
- vec3 R = normalize(-reflect(L, N));
- vec3 diffuse = max(dot(N, L), ambient) * inColor;
- // vec3 specular = pow(max(dot(R, V), 0.0), 50.0) * vec3(0.75);
-
- outFragColor = vec4(diffuse * shadow, 1.0);
-
- }
|