Added basic shadows to directional lights; Probably needs to be refined
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@@ -3,6 +3,7 @@
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in vec2 texCoord;
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in vec3 normals;
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in vec3 fragPos;
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in vec4 fragPosLightSpace[16];
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struct Camera {
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vec3 pos;
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@@ -23,6 +24,7 @@ struct Light {
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vec3 pos;
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vec3 color;
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float strength;
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sampler2D depthTex;
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};
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uniform Camera camera;
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@@ -33,6 +35,26 @@ uniform bool isContinued;
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out vec4 outColor;
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float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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vec3 fp = fragPosLight.xyz / fragPosLight.w;
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fp = fp * 0.5 + 0.5;
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float current = fp.z;
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float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
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float shad = 0.0f;
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vec2 texSize = 1.0 / textureSize(light[lightNum].depthTex, 0);
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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float pcfDepth = texture(light[lightNum].depthTex, fp.xy + vec2(x, y) * texSize).r;
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shad += current - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shad /= 9.0;
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if (current > 1.0)
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shad = 0.0;
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return shad;
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}
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void main() {
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vec3 color = vec3(0.0);
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@@ -46,7 +68,7 @@ void main() {
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if (material.hasSpecTex)
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matSpec = texture(material.specularTexture, texCoord).rgb;
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float ambientStrength = 0.5f;
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float ambientStrength = 0.2f;
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vec3 ambient = ambientStrength * matDiff;
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if (!isContinued)
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color += ambient;
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@@ -56,7 +78,7 @@ void main() {
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}
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if (light[i].type == 1) {
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vec3 lightDir = normalize(-light[i].pos);
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vec3 lightDir = normalize(light[i].pos - fragPos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
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@@ -66,7 +88,8 @@ void main() {
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
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color += (ambient + diffuse + specular);
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float shadow = calcShadow(i, fragPosLightSpace[i], norm, lightDir);
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color += (diffuse + specular) * (1.0 - shadow);
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continue;
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}
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if (light[i].type == 2) {
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@@ -7,15 +7,20 @@ layout(location = 2) in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 lightSpaceMat[16];
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uniform int numMats;
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out vec2 texCoord;
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out vec3 normals;
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out vec3 fragPos;
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out vec4 fragPosLightSpace[16];
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void main() {
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texCoord = texCoords;
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normals = mat3(transpose(inverse(model))) * normal;
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fragPos = vec3(model * vec4(pos, 1.0));
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gl_Position = proj * view * model * vec4(pos, 1.0);
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for (int i = 0; i < numMats; i++) {
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fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
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}
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gl_Position = proj * view * vec4(fragPos, 1.0);
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}
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@@ -0,0 +1,5 @@
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#version 330 core
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void main() {
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}
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@@ -0,0 +1,12 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 lightSpace;
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uniform mat4 model;
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out vec3 texCoord;
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void main() {
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gl_Position = lightSpace * model * vec4(pos, 1.0);
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}
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