Renderer/assets/Shaders/oit/general/FragmentShader.fs
austin 25346978e6
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test fix
2024-08-19 09:42:08 -04:00

229 lines
6.9 KiB
GLSL

#version 400 core
#define NR_POINT_LIGHTS 10
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
layout (std140) uniform Lights {
// this is how many because we have to align
// bytes it SHOULD in multiples of 16, this
// take it where it ACTUALLY is
//
//refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
//
// base alignment aligned offset
//direct light
vec3 dLDirection; // 16 0
vec3 dLAmbient; // 16 16
vec3 dLDiffuse; // 16 32
vec3 dLSpecular; // 16 48
//point light
vec3 pLposition[NR_POINT_LIGHTS]; // 16*10 64
float pLconstant[NR_POINT_LIGHTS]; // 16*10 224
float pLlinear[NR_POINT_LIGHTS]; // 16*10 384
float pLquadratic[NR_POINT_LIGHTS]; // 16*10 544
vec3 pLambient[NR_POINT_LIGHTS]; // 16*10 704
vec3 pLdiffuse[NR_POINT_LIGHTS]; // 16*10 864
vec3 pLspecular[NR_POINT_LIGHTS]; // 16*10 1024
//for a total size of 1184
};
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
//inputs
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
//view position
uniform vec3 viewPos;
//material
uniform Material material;
//light depth map
uniform sampler2D shadowMap;
//function prototypes
float calcLightIntensityTotal(vec3 normal);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
float linearizeDepth(float d,float zNear,float zFar);
float weightCalcOrigin(float finalAlpha, float zLoc, float linearizedLoc);
float weightCalcFlat(float finalAlpha, float zLoc, float linearizedLoc);
float weightCalcNew(float finalAlpha, float zLoc, float linearizedLoc);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
//get color of base texture
vec4 textureColor = texture(material.diffuse, TexCoord);
vec3 textureRGB = textureColor.rgb;
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
vec3 shadowModifiedColor = textureRGB * lightIntensity * max(shadow, 0.4);
//calculate final color
vec4 finalColor = vec4(shadowModifiedColor,textureColor.a);
//calculate weight function
float weight = clamp(pow(min(1.0, finalColor.a * 10.0) + 0.01, 3.0) * 1e8 *
pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);
//emit colors
accum = vec4(finalColor.rgb * finalColor.a, finalColor.a) * weight;
reveal = finalColor.a;
}
//a weight calculation
float weightCalcOrigin(float finalAlpha, float zLoc, float linearizedLoc){
float weight = clamp(pow(min(1.0, finalAlpha * 10.0) + 0.01, 3.0) * 1e8 *
pow(1.0 - zLoc * 0.9, 3.0), 1e-2, 3e3);
return weight;
}
//a weight calculation
float weightCalcFlat(float finalAlpha, float zLoc, float linearizedLoc){
return 0.1f;
}
//a weight calculation
float weightCalcNew(float finalAlpha, float zLoc, float linearizedLoc){
float alphaComponent = pow(min(1.0, finalAlpha * 10.0) + 0.01, 3.0);
float zComponent = pow(1.0 - zLoc * 0.9, 3.0);
float weightRaw = alphaComponent * 1e8 * zComponent;
float weight = clamp(weightRaw, 1e-2, 3e3);
return weight;
}
//Linearizes the depth
float linearizeDepth(float d,float zNear,float zFar){
return zNear * zFar / (zFar + d * (zNear - zFar));
}
float calcLightIntensityAmbient(){
//calculate average of ambient light
float avg = (dLAmbient.x + dLAmbient.y + dLAmbient.z)/3.0;
return avg;
}
//
float calcLightIntensityDir(vec3 normal){
vec3 lightDir = normalize(-dLDirection);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
return diff;
}
//
float calcLightIntensityTotal(vec3 normal){
//ambient intensity
float ambientLightIntensity = calcLightIntensityAmbient();
//get direct intensity
float directLightIntensity = calcLightIntensityDir(normal);
//sum
float total = ambientLightIntensity + directLightIntensity;
return total;
}
//
vec3 getTotalLightColor(vec3 normal){
//get the direct light color adjusted for intensity
vec3 diffuseLightColor = dLDiffuse * calcLightIntensityDir(normal);
//sum light colors
vec3 totalLightColor = diffuseLightColor;
return totalLightColor;
}
vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
vec3 lightDir = normalize(pLposition[i] - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
// vec3 reflectDir = reflect(-lightDir, normal);
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(pLposition[i] - fragPos);
float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));
// combine results
vec3 ambient = pLambient[i];// * vec4(texture(material.diffuse, TexCoord)).xyz;
vec3 diffuse = pLdiffuse[i] * diff;// * vec4(texture(material.diffuse, TexCoord)).xyz;
// vec3 specular = pLspecular[i] * spec;// * vec4(texture(material.specular, TexCoord)).xyz;
ambient *= attenuation;
diffuse *= attenuation;
// specular *= attenuation;
vec3 specular = vec3(0,0,0);
vec3 finalValue = (ambient + diffuse + specular);
finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
return finalValue;
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
//transform to NDC
projCoords = projCoords * 0.5 + 0.5;
//get closest depth from light's POV
float closestDepth = texture(shadowMap, projCoords.xy).r;
//get depth of current fragment
float currentDepth = projCoords.z;
//calculate bias
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
//calculate shadow value
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if(projCoords.z > 1.0){
shadow = 0.0;
}
//calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
//ie the fragment is already facing away from the light source
float dotprod = dot(normalize(lightDir),normalize(normal));
if(dotprod > 0.0){
shadow = 0.0;
}
// shadow = currentDepth;
return shadow;
}