diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
commit | f9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch) | |
tree | 9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs | |
parent | 926cbd0d49890772f911e6a6bedb7835605ced89 (diff) |
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs')
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs | 72 |
1 files changed, 0 insertions, 72 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs deleted file mode 100644 index 1c7018a..0000000 --- a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs +++ /dev/null @@ -1,72 +0,0 @@ -#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); -} |