Renderer/assets/Shaders/particleBillboard/particleBillboard.fs
2021-07-04 23:50:38 -04:00

191 lines
5.7 KiB
GLSL

#version 330 core
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NR_POINT_LIGHTS 10
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;
//texture stuff
// uniform sampler2D ourTexture;
uniform int hasTransparency;
// uniform sampler2D specularTexture;
//light depth map
uniform sampler2D shadowMap;
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
void main(){
if(hasTransparency == 1){
if(texture(material.diffuse, TexCoord).a < 0.1){
discard;
}
}
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = CalcDirLight(dirLight, norm, viewDir);
//for(int i = 0; i < NR_POINT_LIGHTS; i++){
// result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
//}
//result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
FragColor = vec4(result, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}
// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir){
vec3 lightDir = normalize(-light.direction);
// 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 = light.ambient;
vec3 diffuse = light.diffuse * diff;
//vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord).rgb);
float shadow = ShadowCalculation(FragPosLightSpace, lightDir, normal);
return ( ambient + (1.0-shadow) * 1.0 ) * texColor;// + specular);
}
// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, 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));
// combine results
vec3 ambient = light.ambient * vec4(texture(material.diffuse, TexCoord)).xyz;
vec3 diffuse = light.diffuse * diff * vec4(texture(material.diffuse, TexCoord)).xyz;
vec3 specular = light.specular * spec * vec4(texture(material.specular, TexCoord)).xyz;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, 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 = 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;
}
// shadow = currentDepth;
return shadow;
}