#version 330 core in vec2 texCoord; in vec3 normals; in vec3 fragPos; in vec4 fragPosLightSpace[16]; struct Camera { vec3 pos; }; struct Material { bool hasDiffuseTex; sampler2D diffuseTexture; vec3 diffuseColor; bool hasSpecTex; sampler2D specularTexture; float specPower; }; struct Light { //Directional = 1, Point = 2 int type; vec3 pos; vec3 color; float strength; sampler2D directionalDepthTex; samplerCube pointDepthTex; }; uniform Camera camera; uniform Material material; uniform Light light[100]; uniform int numberOfLights; uniform bool isContinued; uniform float farPlane; out vec4 outColor; float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) { vec3 fp = fragPosLight.xyz / fragPosLight.w; fp = fp * 0.5 + 0.5; float current = fp.z; float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005); float shad = 0.0f; vec2 texSize = 1.0 / textureSize(light[lightNum].directionalDepthTex, 0); for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { float pcfDepth = texture(light[lightNum].directionalDepthTex, fp.xy + vec2(x, y) * texSize).r; shad += current - bias > pcfDepth ? 1.0 : 0.0; } } shad /= 9.0; if (current > 1.0) shad = 0.0; return shad; } vec3 offsets[20] = vec3[]( vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1), vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1), vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1) ); float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) { vec3 fragLight = fragPos - light[lightNum].pos; float current = length(fragLight); float bias = 0.15; float closest = 0.0f; float shad = 0.0f; int samples = 20; float viewDist = length(camera.pos - fragPos); float disk = (1.0 + (viewDist / farPlane)) / 50.0f; for (int i = 0; i < samples; i++) { closest = texture(light[lightNum].pointDepthTex, fragLight + offsets[i] * disk).r; closest *= farPlane; if (current - bias > closest) shad += 1.0f; } shad /= float(samples); return shad; } void main() { vec3 color = vec3(0.0); vec3 matDiff; if (material.hasDiffuseTex) matDiff = texture(material.diffuseTexture, texCoord).rgb; else matDiff = material.diffuseColor; vec3 matSpec = vec3(1.0); if (material.hasSpecTex) matSpec = texture(material.specularTexture, texCoord).rgb; float ambientStrength = 0.2f; vec3 ambient = ambientStrength * matDiff; if (!isContinued) color += ambient; for (int i = 0; i < numberOfLights; i++) { if (light[i].type == 1) { vec3 lightDir = normalize(light[i].pos - fragPos); vec3 norm = normalize(normals); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.0f); vec3 viewDir = normalize(camera.pos - fragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower); vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f); float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir); color += (diffuse + specular) * (1.0 - shadow); continue; } if (light[i].type == 2) { vec3 lightDir = normalize(light[i].pos - fragPos); vec3 norm = normalize(normals); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light[i].color * diff * matDiff * light[i].strength; vec3 viewDir = normalize(camera.pos - fragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower); vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.5f); float length = length(light[i].pos - fragPos); float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength; float shadow = calcShadowPoint(i, norm, lightDir); color += ((diffuse + specular) * (1.0 - shadow) * att); continue; } } outColor = vec4(color, 1.0); }