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#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);
}
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