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authorpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
commit926cbd0d49890772f911e6a6bedb7835605ced89 (patch)
treeea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
parentbf1c59565096ac9774493846cfb15e259d3b0e66 (diff)
change
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs')
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs72
1 files changed, 72 insertions, 0 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
new file mode 100644
index 0000000..1c7018a
--- /dev/null
+++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs
@@ -0,0 +1,72 @@
+#version 330 core
+
+in VS_OUT {
+ vec4 frag_pos_light_space;
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D shadow_map;
+
+float
+calculate_shadow()
+{
+ vec3 proj_coords = fs_in.frag_pos_light_space.xyz/fs_in.frag_pos_light_space.w;
+ proj_coords = proj_coords*0.5+0.5;
+ float closest_depth = texture(shadow_map, proj_coords.xy).r;
+ float current_depth = proj_coords.z;
+ vec3 normal = normalize(fs_in.normal);
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float bias = max(0.04*(1.0-dot(normal, light_dir)), 0.004);
+ float shadow = 0;
+ vec2 texel_size = 1.0/textureSize(shadow_map, 0);
+ for (int x = -1; x <= 1; x++)
+ {
+ for (int y = -1; y <= 1; y++)
+ {
+ float pcf_depth = texture(shadow_map, proj_coords.xy+vec2(x, y)*texel_size).r;
+ shadow += (current_depth-bias > pcf_depth) ? 1.0 : 0.0;
+ }
+ }
+ shadow /= 9.0;
+
+ if (proj_coords.z > 1.0)
+ shadow = 0.0;
+
+ return(shadow);
+}
+
+void
+main(void)
+{
+ vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb;
+ vec3 normal = normalize(fs_in.normal);
+ vec3 light_color = vec3(0.3);
+
+ float ambient_strength = 0.01;
+ vec3 ambient = color*ambient_strength;
+
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ float diff = max(dot(light_dir, normal), 0.0);
+ vec3 diffuse = diff*color;
+
+ vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
+ vec3 specular = spec*color;
+
+ float shadow = calculate_shadow();
+ vec3 lighting = ambient+((diffuse+specular)*(1.0-shadow)*light_color);
+
+ float gamma = 2.2;
+ lighting = pow(lighting, vec3(1.0/gamma));
+
+ frag_color = vec4(lighting, 1.0);
+}