Files
nmage/res/shaders/simple.glsl
2024-04-16 10:34:30 +04:00

317 lines
9.3 KiB
GLSL
Executable File

//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
uniform mat4 modelMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
#define NUM_SPOT_LIGHTS 4
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
out vec4 fragPosDirLight;
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
//
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
struct Material {
sampler2D diffuse;
sampler2D specular;
// sampler2D normal;
sampler2D emission;
float shininess;
};
uniform Material material;
struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
sampler2D shadowMap;
};
uniform DirLight dirLight;
struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
float farPlane;
};
#define NUM_POINT_LIGHTS 8
uniform PointLight pointLights[NUM_POINT_LIGHTS];
uniform samplerCubeArray pointLightCubeShadowMaps;
struct SpotLight {
vec3 pos;
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
float innerCutoff;
float outerCutoff;
};
#define NUM_SPOT_LIGHTS 4
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
uniform sampler2DArray spotLightShadowMaps;
uniform vec3 camPos;
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
in vec4 fragPosDirLight;
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
out vec4 fragColor;
// Global variables used as cache for lighting calculations
vec4 diffuseTexColor;
vec4 specularTexColor;
vec4 emissionTexColor;
vec3 normalizedVertNorm;
vec3 viewDir;
float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
{
// Move from clip space to NDC
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(shadowMap, 0);
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcDirLight()
{
vec3 lightDir = normalize(-dirLight.dir);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
// Shadow
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
return (finalDiffuse + finalSpecular) * (1 - shadow);
}
float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPlane) {
vec3 lightToFrag = fragPos - lightPos;
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
closestDepth *= farPlane;
// Get depth of current fragment
float currentDepth = length(lightToFrag);
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
return shadow;
}
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
{
// Ignore unset lights
if (pointLight.constant == 0){
return vec3(0);
}
vec3 lightDir = normalize(pointLight.pos - fragPos);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
// Attenuation
float distToLight = length(pointLight.pos - fragPos);
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
// Shadow
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
}
float CalcSpotShadow(vec3 lightDir, int lightIndex)
{
// Move from clip space to NDC
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcSpotLight(SpotLight light, int lightIndex)
{
if (light.innerCutoff == 0)
return vec3(0);
vec3 fragToLightDir = normalize(light.pos - fragPos);
// Spot light cone with full intensity within inner cutoff,
// and falloff between inner-outer cutoffs, and zero
// light after outer cutoff
float theta = dot(fragToLightDir, normalize(-light.dir));
float epsilon = (light.innerCutoff - light.outerCutoff);
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
if (intensity == 0)
return vec3(0);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, fragToLightDir));
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
// Shadow
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
}
void main()
{
// Shared values
diffuseTexColor = texture(material.diffuse, vertUV0);
specularTexColor = texture(material.specular, vertUV0);
emissionTexColor = texture(material.emission, vertUV0);
normalizedVertNorm = normalize(vertNormal);
viewDir = normalize(camPos - fragPos);
// Light contributions
vec3 finalColor = CalcDirLight();
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
{
finalColor += CalcPointLight(pointLights[i], i);
}
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
{
finalColor += CalcSpotLight(spotLights[i], i);
}
vec3 finalEmission = emissionTexColor.rgb;
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
}