195 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			195 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Sascha Willems
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| 
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| Permission is hereby granted, free of charge, to any person obtaining a copy
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| of this software and associated documentation files (the "Software"), to deal
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| in the Software without restriction, including without limitation the rights
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| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| copies of the Software, and to permit persons to whom the Software is
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| furnished to do so, subject to the following conditions:
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| 
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| The above copyright notice and this permission notice shall be included in all
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| copies or substantial portions of the Software.
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| 
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| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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| SOFTWARE.
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| */
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| 
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| #version 450
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| 
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| layout (binding = 1) uniform sampler2D samplerposition;
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| layout (binding = 2) uniform sampler2D samplerNormal;
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| layout (binding = 3) uniform sampler2D samplerAlbedo;
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| layout (binding = 5) uniform sampler2DArray samplerShadowMap;
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| 
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| layout (location = 0) in vec2 inUV;
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| 
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| layout (location = 0) out vec4 outFragColor;
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| 
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| #define LIGHT_COUNT 3
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| #define SHADOW_FACTOR 0.25
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| #define AMBIENT_LIGHT 0.1
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| #define USE_PCF
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| 
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| int global_var = 0;
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| 
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| struct Light 
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| {
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| 	vec4 position;
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| 	vec4 target;
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| 	vec4 color;
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| 	mat4 viewMatrix;
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| };
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| 
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| layout (binding = 4) uniform UBO 
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| {
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| 	vec4 viewPos;
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| 	Light lights[LIGHT_COUNT];
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| 	int useShadows;
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| 	int debugDisplayTarget;
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| } ubo;
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| 
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| float textureProj(vec4 P, float layer, vec2 offset)
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| {
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| 	float shadow = 1.0;
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| 	vec4 shadowCoord = P / P.w;
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| 	shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
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| 	
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| 	if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0) 
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| 	{
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| 		float dist = texture(samplerShadowMap, vec3(shadowCoord.st + offset, layer)).r;
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| 		if (shadowCoord.w > 0.0 && dist < shadowCoord.z) 
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| 		{
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| 			shadow = SHADOW_FACTOR;
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| 		}
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| 	}
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| 	return shadow;
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| }
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| 
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| float filterPCF(vec4 sc, float layer)
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| {
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| 	ivec2 texDim = textureSize(samplerShadowMap, 0).xy;
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| 	float scale = 1.5;
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| 	float dx = scale * 1.0 / float(texDim.x);
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| 	float dy = scale * 1.0 / float(texDim.y);
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| 
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| 	float shadowFactor = 0.0;
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| 	int count = 0;
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| 	int range = 1;
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| 	
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| 	for (int x = -range; x <= range; x++)
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| 	{
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| 		for (int y = -range; y <= range; y++)
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| 		{
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| 			shadowFactor += textureProj(sc, layer, vec2(dx*x, dy*y));
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| 			count++;
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| 		}
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| 	
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| 	}
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| 	return shadowFactor / count;
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| }
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| 
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| vec3 shadow(vec3 fragcolor, vec3 fragpos) {
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| 	for(int i = 0; i < LIGHT_COUNT; ++i)
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| 	{
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| 		vec4 shadowClip	= ubo.lights[i].viewMatrix * vec4(fragpos, 1.0);
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| 
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| 		float shadowFactor;
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| 		#ifdef USE_PCF
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| 			shadowFactor= filterPCF(shadowClip, i);
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| 		#else
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| 			shadowFactor = textureProj(shadowClip, i, vec2(0.0));
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| 		#endif
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| 
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| 		fragcolor *= shadowFactor;
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| 	}
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| 	return fragcolor;
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| }
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| 
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| void main() 
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| {
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| 	// Get G-Buffer values
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| 	vec3 fragPos = texture(samplerposition, inUV).rgb;
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| 	vec3 normal = texture(samplerNormal, inUV).rgb;
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| 	vec4 albedo = texture(samplerAlbedo, inUV);
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| 
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| 	// Debug display
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| 	if (ubo.debugDisplayTarget > 0) {
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| 		switch (ubo.debugDisplayTarget) {
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| 			case 1: 
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| 				outFragColor.rgb = shadow(vec3(1.0), fragPos).rgb;
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| 				break;
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| 			case 2: 
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| 				outFragColor.rgb = fragPos;
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| 				break;
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| 			case 3: 
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| 				outFragColor.rgb = normal;
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| 				break;
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| 			case 4: 
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| 				outFragColor.rgb = albedo.rgb;
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| 				break;
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| 			case 5: 
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| 				outFragColor.rgb = albedo.aaa;
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| 				break;
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| 		}		
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| 		outFragColor.a = 1.0;
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| 		return;
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| 	}
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| 
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| 	// Ambient part
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| 	vec3 fragcolor  = albedo.rgb * AMBIENT_LIGHT;
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| 
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| 	vec3 N = normalize(normal);
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| 		
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| 	for(int i = 0; i < LIGHT_COUNT; ++i)
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| 	{
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| 		// Vector to light
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| 		vec3 L = ubo.lights[i].position.xyz - fragPos;
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| 		// Distance from light to fragment position
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| 		float dist = length(L);
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| 		L = normalize(L);
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| 
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| 		// Viewer to fragment
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| 		vec3 V = ubo.viewPos.xyz - fragPos;
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| 		V = normalize(V);
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| 
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| 		float lightCosInnerAngle = cos(radians(15.0));
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| 		float lightCosOuterAngle = cos(radians(25.0));
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| 		float lightRange = 100.0;
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| 
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| 		// Direction vector from source to target
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| 		vec3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
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| 
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| 		// Dual cone spot light with smooth transition between inner and outer angle
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| 		float cosDir = dot(L, dir);
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| 		float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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| 		float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
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| 
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| 		// Diffuse lighting
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| 		float NdotL = max(0.0, dot(N, L));
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| 		vec3 diff = vec3(NdotL);
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| 
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| 		// Specular lighting
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| 		vec3 R = reflect(-L, N);
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| 		float NdotR = max(0.0, dot(R, V));
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| 		vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
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| 
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| 		fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
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| 	}    	
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| 
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| 	// Shadow calculations in a separate pass
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| 	if (ubo.useShadows > 0)
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| 	{
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| 		fragcolor = shadow(fragcolor, fragPos);
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| 	}
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| 
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| 	outFragColor = vec4(fragcolor, 1.0);
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| }
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