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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/4.normal_mapping/shaders/shadow.fs
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/4.normal_mapping/shaders/shadow.fs')
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.fs105
1 files changed, 0 insertions, 105 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.fs b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
deleted file mode 100644
index 6a3a8b0..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.fs
+++ /dev/null
@@ -1,105 +0,0 @@
-#version 330 core
-
-in VS_OUT {
- vec3 frag_pos;
- vec3 normal;
- vec2 tex_coords;
-} fs_in;
-
-out vec4 frag_color;
-
-uniform vec3 light_pos;
-uniform vec3 view_pos;
-uniform float far;
-
-uniform sampler2D diffuse_texture;
-uniform samplerCube depth_cubemap;
-
-vec3 grid_sampling_disk[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
-calculate_shadow(vec3 frag_pos)
-{
- vec3 frag_to_light = frag_pos-light_pos;
- /* float closest_depth = texture(depth_cubemap, frag_to_light).r; */
- /* closest_depth *= far; */
- float current_depth = length(frag_to_light);
- /* float bias = 0.05; */
- /* float shadow = current_depth-bias > closest_depth ? 1.0 : 0.0; */
- /* NOTE(pryazha): Display depth value for debugging */
- /* frag_color = vec4(vec3(closest_depth/far), 1.0); */
- /*
- float shadow = 0.0;
- float offset = 0.1;
- float samples = 4.0;
- for (float x = -offset;
- x < offset;
- x += offset/(samples*0.5))
- {
- for (float y = -offset;
- y < offset;
- y += offset/(samples*0.5))
- {
- for (float z = -offset;
- z < offset;
- z += offset/(samples*0.5))
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+vec3(x, y, z)).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- }
- }
- shadow /= (samples*samples*samples);
- */
-
- float shadow = 0.0;
- float bias = 0.15;
- int samples = 20;
- float view_distance = length(view_pos-frag_pos);
- float disk_radius = (1.0+(view_distance/far))/25.0;
- for (int sample = 0;
- sample < samples;
- ++sample)
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+
- grid_sampling_disk[sample]*disk_radius).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- shadow /= float(samples);
- 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(0.5);
-
- vec3 ambient = 0.5*light_color;
-
- vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
- float diff = max(dot(light_dir, normal), 0.0);
- vec3 diffuse = diff*light_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*light_color;
-
- float shadow = calculate_shadow(fs_in.frag_pos);
- vec3 lighting = (ambient+(1.0-shadow)*(diffuse+specular))*color;
-
- frag_color = vec4(lighting, 1.0);
-}