diff options
Diffstat (limited to 'advanced_lighting/4.normal_mapping/shaders/shadow.fs')
-rw-r--r-- | advanced_lighting/4.normal_mapping/shaders/shadow.fs | 105 |
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); -} |