229 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 400 core
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#define NR_POINT_LIGHTS 10
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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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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    //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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    //for a total size of   1184
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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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//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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//view position
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uniform vec3 viewPos;
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//material
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uniform Material material;
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//light depth map
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uniform sampler2D shadowMap;
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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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void main(){
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(viewPos - FragPos);
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    //grab light intensity
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    float lightIntensity = calcLightIntensityTotal(norm);
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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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    //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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    //calculate final color
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    vec4 finalColor = vec4(shadowModifiedColor,textureColor.a);
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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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    //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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//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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//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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//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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    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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//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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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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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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    return diff;
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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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    //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 = dLDiffuse * 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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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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    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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    return finalValue;
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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 shadow;
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} |