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302 lines
7.9 KiB
GLSL
302 lines
7.9 KiB
GLSL
//uncomment if working on this library file:
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//#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "./material.fs"
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/**
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* Maximum number of point lights
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*/
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#define MAX_POINT_LIGHTS 512
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/**
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* Maximum number of lights per cluster
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*/
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#define MAX_LIGHTS_PER_CLUSTER 100
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/**
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* Bind points for different SSBOs
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*/
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#define CLUSTER_SSBO_BIND_POINT 1
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#define POINT_LIGHT_SSBO_BIND_POINT 2
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#define DIRECT_LIGHT_SSBO_BIND_POINT 3
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/**
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* The direct global light
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*/
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struct DirectLight {
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vec3 ambientColor;
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vec3 direction;
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vec3 color;
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};
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/**
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* A point light
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*/
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struct PointLight {
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vec4 position;
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vec4 color;
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float constant;
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float linear;
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float quadratic;
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float radius;
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};
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/**
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* A light cluster
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*/
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struct Cluster {
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vec4 minPoint;
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vec4 maxPoint;
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uint count;
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uint lightIndices[MAX_LIGHTS_PER_CLUSTER];
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};
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/**
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* Cutoff for fragment alpha
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*/
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#define FRAGMENT_ALPHA_CUTOFF 0.001
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layout(std430, binding = CLUSTER_SSBO_BIND_POINT) restrict buffer clusterGridSSBO {
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Cluster clusters[];
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};
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layout(std430, binding = POINT_LIGHT_SSBO_BIND_POINT) restrict buffer pointLightSSBO {
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PointLight pointLight[];
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};
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layout(std430, binding = DIRECT_LIGHT_SSBO_BIND_POINT) restrict buffer dirLightSSBO {
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DirectLight directLight;
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};
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/**
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* Used for light cluster calculation
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*/
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uniform float zNear;
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uniform float zFar;
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uniform uvec3 gridSize;
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uniform uvec2 screenDimensions;
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/**
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* The light depth map texture
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*/
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uniform sampler2D shadowMap;
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/**
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* Finds the light cluster for this fragment
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*/
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uint findCluster(vec3 viewspaceFragPos, float zNear, float zFar);
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/**
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* Calculates the point light's value applied to this fragment
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*/
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vec3 CalcPointLight(PointLight pointLight, vec3 normal, vec3 fragPos, vec3 viewDir);
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/**
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* calculates the total light intensity on this fragment
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*/
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float calcLightIntensityTotal(vec3 normal);
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/**
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* Calculates the shadow applied to this fragment
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*/
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
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/**
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* Gets the total light to apply to the fragment
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*/
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vec3 getTotalLight(Material mat, vec3 norm, vec3 viewDir);
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/**
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* Calculates the ambient light applied to this fragment
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*/
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float calcLightIntensityAmbient(){
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//calculate average of ambient light
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float avg = (directLight.ambientColor.x + directLight.ambientColor.y + directLight.ambientColor.z)/3.0;
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return avg;
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}
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//
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/**
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* Calculates the direct light applied to this fragment
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*/
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float calcLightIntensityDir(vec3 normal){
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vec3 lightDir = normalize(-directLight.direction);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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return diff;
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}
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/**
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* Calculates the direct light applied to this fragment
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*/
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vec3 calcLightIntensitySpec(
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DirectLight directLight,
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vec3 viewPos,
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vec3 fragPos,
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vec3 norm,
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float shininess,
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float specularVal
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){
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vec3 viewDir = normalize(viewPos - fragPos);
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vec3 reflectDir = reflect(-directLight.direction, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
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vec3 specular = directLight.color * (spec * specularVal);
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return specular;
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}
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/**
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* Calculates the total light intensity applied to this fragment
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*/
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float calcLightIntensityTotal(vec3 normal){
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//ambient intensity
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float ambientLightIntensity = calcLightIntensityAmbient();
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//get direct intensity
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float directLightIntensity = calcLightIntensityDir(normal);
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//sum
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float total = ambientLightIntensity + directLightIntensity;
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return total;
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}
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//
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vec3 getTotalLightColor(vec3 normal){
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//get the direct light color adjusted for intensity
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vec3 diffuseLightColor = directLight.color * calcLightIntensityDir(normal);
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//sum light colors
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vec3 totalLightColor = diffuseLightColor;
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return totalLightColor;
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}
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/**
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* Calculates the point light applied to this fragment
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*/
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vec3 CalcPointLight(PointLight pointLight, vec3 normal, vec3 fragPos, vec3 viewDir){
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vec3 lightDir = normalize(pointLight.position.xyz - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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// vec3 reflectDir = reflect(-lightDir, normal);
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// float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(pointLight.position.xyz - fragPos);
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float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distance + pointLight.quadratic * (distance * distance));
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if(distance > pointLight.radius){
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attenuation = 0;
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}
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// combine results
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vec3 ambient = pointLight.color.xyz;// * vec4(texture(material.diffuse, TexCoord)).xyz;
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vec3 diffuse = pointLight.color.xyz * diff;// * vec4(texture(material.diffuse, TexCoord)).xyz;
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// vec3 specular = pLspecular[i] * spec;// * vec4(texture(material.specular, TexCoord)).xyz;
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ambient = ambient * attenuation;
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diffuse = diffuse * attenuation;
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// specular *= attenuation;
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vec3 specular = vec3(0,0,0);
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vec3 finalValue = vec3(0);
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if(distance < pointLight.radius){
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finalValue = (ambient + diffuse + specular);
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finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
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}
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return finalValue;
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}
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/**
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* Finds the light cluster this fragment belongs to
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*/
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uint findCluster(vec3 viewspaceFragPos, float zNear, float zFar){
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uint zTile = uint((log(abs(viewspaceFragPos.z) / zNear) * gridSize.z) / log(zFar / zNear));
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vec2 tileSize = screenDimensions / gridSize.xy;
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uvec3 tile = uvec3(gl_FragCoord.xy / tileSize, zTile);
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return tile.x + (tile.y * gridSize.x) + (tile.z * gridSize.x * gridSize.y);
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}
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/**
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* Calculates the shadow applied to this fragment
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*/
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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//transform to NDC
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projCoords = projCoords * 0.5 + 0.5;
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//get closest depth from light's POV
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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//get depth of current fragment
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float currentDepth = projCoords.z;
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//calculate bias
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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//calculate shadow value
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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if(projCoords.z > 1.0){
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shadow = 0.0;
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}
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//calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
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//ie the fragment is already facing away from the light source
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float dotprod = dot(normalize(lightDir),normalize(normal));
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if(dotprod > 0.0){
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shadow = 0.0;
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}
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// shadow = currentDepth;
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return clamp(1.0 - shadow, 0.0, 0.7);
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}
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/**
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* Gets the total light to apply to the fragment
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*/
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vec3 getTotalLight(
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Material mat,
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vec3 viewPos,
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vec4 fragPosLightSpace,
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vec3 fragPosView,
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vec3 fragPos,
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vec3 norm,
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vec3 viewDir
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){
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float specular = 1.0f;
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//grab light intensity
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float ambientLightIntensity = calcLightIntensityAmbient();
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float directLightIntensity = calcLightIntensityDir(norm);
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vec3 specularLightIntensity = calcLightIntensitySpec(directLight,viewPos,fragPos,norm,mat.shininess,specular);
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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//shadow
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float shadow = ShadowCalculation(fragPosLightSpace, normalize(-directLight.direction), -norm);
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//
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//point light calculations
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vec3 lightAmount = vec3(0);
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uint clusterIndex = findCluster(fragPosView, zNear, zFar);
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uint pointLightCount = clusters[clusterIndex].count;
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for(int i = 0; i < pointLightCount; i++){
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uint pointLightIndex = clusters[clusterIndex].lightIndices[i];
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PointLight pointLight = pointLight[pointLightIndex];
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lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, fragPos, viewDir);
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}
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//error checking on light clusters
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if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){
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return vec3(1.0,0.0,0.0);
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}
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return lightIntensity;
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} |