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