diff options
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shaders')
8 files changed, 177 insertions, 0 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs new file mode 100644 index 0000000..bd00d82 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.fs @@ -0,0 +1,9 @@ +#version 330 core + +out vec4 frag_color; + +void +main(void) +{ + frag_color = vec4(1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.vs b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs new file mode 100644 index 0000000..ade669b --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.vs @@ -0,0 +1,12 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + gl_Position = projection*view*model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs new file mode 100644 index 0000000..d250894 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs @@ -0,0 +1,27 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D depth_map; +uniform float near; +uniform float far; + +float +linearize_depth(float depth) +{ + float z = (depth+1.0)*0.5; + return((2.0*near*far)/(far+near-z*(far-near))); +} + +void +main(void) +{ + float depth = texture(depth_map, tex_coords).r; + + /* frag_color = vec4(vec3(depth), 1.0); */ + + /* NOTE(pryazha): For visual debugging of perspective projection light */ + frag_color = vec4(vec3(linearize_depth(depth)/far), 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs new file mode 100644 index 0000000..5717608 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs @@ -0,0 +1,14 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec2 atex_coords; + +out vec2 tex_coords; + +uniform mat4 model; + +void +main(void) +{ + tex_coords = atex_coords; + gl_Position = model*vec4(apos, 1.0); +} 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); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs new file mode 100644 index 0000000..3ecd5b1 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs @@ -0,0 +1,26 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out VS_OUT { + vec4 frag_pos_light_space; + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform mat4 light_space_matrix; + +void +main(void) +{ + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0); + vs_out.normal = mat3(transpose(inverse(model)))*anormal; + vs_out.tex_coords = atex_coords; + gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0); +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs new file mode 100644 index 0000000..16b9908 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs @@ -0,0 +1,6 @@ +#version 330 core + +void +main(void) +{ +} diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs new file mode 100644 index 0000000..b9752ed --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs @@ -0,0 +1,11 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 light_space_matrix; +uniform mat4 model; + +void +main(void) +{ + gl_Position = light_space_matrix*model*vec4(apos, 1.0); +} |