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-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.fs105
1 files changed, 105 insertions, 0 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.fs b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
new file mode 100644
index 0000000..6a3a8b0
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
@@ -0,0 +1,105 @@
+#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);
+}