90 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "../../lib/lights.fs"
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#include "../../lib/material.fs"
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//foliage.fs
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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in vec3 FragPos;
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in vec3 ViewFragPos;
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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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in vec4 instanceColor;
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uniform dvec3 viewPos;
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uniform Material material;
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uniform mat4 view;
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/**
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The output
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*/
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out vec4 FragColor;
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// function prototypes
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float easeIn(float interpolator);
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float easeOut(float interpolator);
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void main(){
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    vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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    //grab light intensity
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    vec3 lightIntensity = vec3(calcLightIntensityTotal(Normal));
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    //get color of base texture
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    // vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0);
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    vec4 textureColor =  texture(material.diffuse,TexCoord) * instanceColor;
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    // vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb;
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    //shadow
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    float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), Normal);
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    //
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    //point light calculations
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    uint clusterIndex = findCluster(ViewFragPos, 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, Normal, 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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        accum = vec4(1.0f,0.0f,0.0f,1);
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        reveal = textureColor.a;
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        return;
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    }
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    //calculate final color
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    vec4 finalColor = textureColor.rgba * vec4(lightIntensity,1.0);// * max(shadow,0.4);
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    // vec3 lightAmount = CalcDirLight(norm, viewDir);
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    // for(int i = 0; i < NR_POINT_LIGHTS; i++){
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    //    lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
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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) * 1e3 * 
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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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    // accum = finalColor * weight;
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    reveal = finalColor.a;
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}
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float easeIn(float interpolator){
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    return interpolator * interpolator;
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}
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float easeOut(float interpolator){
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    return 1 - easeIn(1 - interpolator);
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} |