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NFRev1/NothinFancy/assets/base/shaders/lightingFragment.shader
2021-11-15 14:05:44 -06:00

134 lines
3.9 KiB
GLSL

#version 330 core
in vec2 texCoord;
in vec4 fragPosLightSpace[16];
struct Camera {
vec3 pos;
};
struct Light {
//Directional = 1, Point = 2
int type;
vec3 pos;
vec3 color;
float strength;
sampler2D directionalDepthTex;
samplerCube pointDepthTex;
};
uniform Camera camera;
uniform Light light[12];
uniform int numberOfLights;
uniform bool isContinued;
uniform float farPlane;
uniform float ambientStrength;
uniform sampler2D gBPos;
uniform sampler2D gBNorm;
uniform sampler2D gBDiff;
uniform sampler2D gBSpec;
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 fp) {
vec3 fragLight = fp - 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 - fp);
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 specTemp = texture(gBSpec, texCoord).rgb;
if (specTemp.b != 1.0)
discard;
vec3 color = vec3(0.0);
vec3 fragPos = texture(gBPos, texCoord).xyz;
vec3 norm = texture(gBNorm, texCoord).xyz;
vec3 matDiff = texture(gBDiff, texCoord).rgb;
float specPower = specTemp.r;
float matSpec = specTemp.g;
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);
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), 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);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.5f);
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 halfway = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfway), 0.0), 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, fragPos);
color += ((diffuse + specular) * (1.0 - shadow) * att);
continue;
}
}
//TODO: Move this to a post-processing pass (what about the UI textures?)
float gamma = 2.2;
color.rgb = pow(color.rgb, vec3(1.0 / gamma));
outColor = vec4(color, 1.0);
}