278 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			278 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 410 core
 | |
| #extension GL_ARB_explicit_uniform_location : enable
 | |
| 
 | |
| #define NR_POINT_LIGHTS 10
 | |
| 
 | |
| 
 | |
| out vec4 FragColor;
 | |
| 
 | |
| 
 | |
| 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;
 | |
| }; 
 | |
| 
 | |
| in vec3 FragPos;
 | |
| in vec3 Normal;
 | |
| in vec2 TexCoord;
 | |
| in vec4 FragPosLightSpace;
 | |
| flat in ivec4 groundTexIndices;
 | |
| uniform vec3 viewPos;
 | |
| 
 | |
| 
 | |
| uniform Material material;
 | |
| 
 | |
| //texture stuff
 | |
| // uniform sampler2D ourTexture;
 | |
| uniform int hasTransparency;
 | |
| // uniform sampler2D specularTexture;
 | |
| 
 | |
| //light depth map
 | |
| layout (location = 3) uniform sampler2D shadowMap;
 | |
| 
 | |
| //textures
 | |
| //
 | |
| // Goal is to have a texture for the current chunk and one for each nearnby chunk
 | |
| //
 | |
| //
 | |
| //
 | |
| // uniform sampler2D groundTextures1;
 | |
| // uniform sampler2D groundTextures2;
 | |
| // uniform sampler2D groundTextures3;
 | |
| // uniform sampler2D groundTextures4;
 | |
| // //fifth texture unit is for shadow map
 | |
| // uniform sampler2D groundTextures5;
 | |
| //this is for bindable ground textures
 | |
| layout (location = 5) uniform sampler2D groundTextures[10];
 | |
| 
 | |
| // function prototypes
 | |
| vec3 CalcDirLight(vec3 normal, vec3 viewDir, vec3 texColor);
 | |
| vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
 | |
| // vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
 | |
| 
 | |
| float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
 | |
| 
 | |
| vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4);
 | |
| 
 | |
| 
 | |
| 
 | |
| vec4 getTextureColor(int index, vec2 coord){
 | |
|     if(index == 0){
 | |
|         return texture(groundTextures[0], coord);
 | |
|     }
 | |
|     if(index == 1){
 | |
|         return texture(groundTextures[1], coord);
 | |
|     }
 | |
|     if(index == 2){
 | |
|         return texture(groundTextures[2], coord);
 | |
|     }
 | |
|     if(index == 3){
 | |
|         return texture(groundTextures[3], coord);
 | |
|     }
 | |
|     if(index == 4){
 | |
|         return texture(groundTextures[4], coord);
 | |
|     }
 | |
|     // return texture(shadowMap, coord);
 | |
|     // return vec3(1,1,1);
 | |
|     return vec4(0,0,0,1);
 | |
| }
 | |
| 
 | |
| void main(){
 | |
|     if(hasTransparency == 1){
 | |
|         if(texture(material.diffuse, TexCoord).a < 0.1){
 | |
|             discard;
 | |
|         }
 | |
|     }
 | |
|     vec3 norm = normalize(Normal);
 | |
|     vec3 viewDir = normalize(viewPos - FragPos);
 | |
|     
 | |
| 
 | |
| 
 | |
|     // sampler2DArray text = groundTextures;
 | |
|     // sampler2D test = groundTextures1;
 | |
| 
 | |
|     vec4 texColor1 = getTextureColor(groundTexIndices.x, TexCoord);
 | |
|     vec4 texColor2 = getTextureColor(groundTexIndices.y, TexCoord);
 | |
|     vec4 texColor3 = getTextureColor(groundTexIndices.z, TexCoord);
 | |
|     vec4 texColor4 = getTextureColor(groundTexIndices.w, TexCoord);
 | |
|     // vec4 texColor1 = texture(groundTextures[groundTexIndices.x], TexCoord);
 | |
|     // vec4 texColor2 = texture(groundTextures[groundTexIndices.y], TexCoord);
 | |
|     // vec4 texColor3 = texture(groundTextures[groundTexIndices.z], TexCoord);
 | |
|     // vec4 texColor4 = texture(groundTextures[groundTexIndices.w], TexCoord);
 | |
|     // vec4 texColor1 = texture(groundTextures[0], TexCoord);
 | |
|     // vec4 texColor2 = texture(groundTextures[1], TexCoord);
 | |
|     // vec4 texColor3 = texture(groundTextures[1], TexCoord);
 | |
|     // vec4 texColor4 = texture(groundTextures[1], TexCoord);
 | |
|     vec3 finalTexColor = blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
 | |
|     // vec3 finalTexColor = vec3(0,0,0);
 | |
|     // vec3 finalTexColor = mix(mix(texColor1,texColor2,TexCoord.x),mix(texColor3,texColor4,TexCoord.x),TexCoord.y).xyz;//blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
 | |
|     // if(groundTexIndices.x != 1 || groundTexIndices.y != 0 || groundTexIndices.z != 0 || groundTexIndices.w != 0){
 | |
|     //     finalTexColor = vec3(1,0,0);
 | |
|     // }
 | |
|     // vec3 finalTexColor = vec3(groundTexIndices.x,groundTexIndices.y,groundTexIndices.z);
 | |
|     // vec3 finalTexColor = vec3(1.0,0,0);
 | |
| 
 | |
|     // vec4 tex2 = texture(groundTextures[int(groundTexIndices.y)], TexCoord);
 | |
|     // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
 | |
|     // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
 | |
| 
 | |
|     //get texture color
 | |
|     // vec3 texColor = vec3(0,0,1);//blendedTextureColor(texPos, groundTexIndices);
 | |
|     
 | |
| 
 | |
|     vec3 result = CalcDirLight(norm, viewDir, finalTexColor);
 | |
|     for(int i = 0; i < NR_POINT_LIGHTS; i++){
 | |
|        result += CalcPointLight(i, norm, FragPos, viewDir);
 | |
|     }
 | |
|     // result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
 | |
| 
 | |
|     FragColor = vec4(result, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
 | |
| }
 | |
| 
 | |
| // calculates the color when using a directional light.
 | |
| vec3 CalcDirLight(vec3 normal, vec3 viewDir, vec3 texColor){
 | |
|     vec3 lightDir = normalize(-dLDirection);
 | |
|     // 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);
 | |
|     // combine results
 | |
|     // vec3 texColor = texture(material.diffuse, TexCoord).rgb;
 | |
|     vec3 ambient = dLAmbient;
 | |
|     vec3 diffuse = dLDiffuse * diff;
 | |
|     //vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord).rgb);
 | |
| 
 | |
| 
 | |
|     float shadow = ShadowCalculation(FragPosLightSpace, lightDir, normal);
 | |
|     // return shadow * vec3(1,1,1);
 | |
|     return (  ambient + (1.0-shadow) * diffuse  ) * texColor;// + specular);
 | |
| }
 | |
| 
 | |
| 
 | |
| // calculates the color when using a point light.
 | |
| 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;
 | |
| }
 | |
| 
 | |
| // calculates the color when using a spot light.
 | |
| // vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir)
 | |
| // {
 | |
| //     vec3 lightDir = normalize(light.position - 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(light.position - fragPos);
 | |
| //     float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
 | |
| //     // spotlight intensity
 | |
| //     float theta = dot(lightDir, normalize(-light.direction)); 
 | |
| //     float epsilon = light.cutOff - light.outerCutOff;
 | |
| //     float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
 | |
| //     // combine results
 | |
| //     vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoord));
 | |
| //     vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoord));
 | |
| //     vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord));
 | |
| //     ambient *= attenuation * intensity;
 | |
| //     diffuse *= attenuation * intensity;
 | |
| //     specular *= attenuation * intensity;
 | |
| //     return (ambient + diffuse + specular);
 | |
| // }
 | |
| 
 | |
| 
 | |
| 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 = min(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;
 | |
|     }
 | |
| 
 | |
|     // shadow = currentDepth - closestDepth;
 | |
| 
 | |
|     return shadow;
 | |
| }
 | |
| 
 | |
| 
 | |
| vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4){
 | |
|     // int texIndex1 = int(groundTexIndex.x * 2);
 | |
|     // int texIndex2 = int(groundTexIndex.y * 2);
 | |
|     // int texIndex3 = int(groundTexIndex.z * 2);
 | |
|     // int texIndex4 = int(groundTexIndex.w * 2);
 | |
|     // vec4 tex1 = texture2D(groundTextures[int(groundTexIndex.x * 2)], texPos);
 | |
|     // vec4 tex2 = texture2D(groundTextures[int(groundTexIndex.y * 2)], texPos);
 | |
|     // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
 | |
|     // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
 | |
|     // float percentTex1 = (texPos.x - 1) * (texPos.y - 1);
 | |
|     // float percentTex2 = (texPos.x - 0) * (texPos.y - 1);
 | |
|     // float percentTex3 = (texPos.x - 1) * (texPos.y - 0);
 | |
|     // float percentTex4 = (texPos.x - 0) * (texPos.y - 0);
 | |
|     return mix(mix(tex1,tex2,texPos.x),mix(tex3,tex4,texPos.x),texPos.y).rgb;
 | |
| } |