#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); }