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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

Fragment color multiplied by ambient color instead of luminosity.

This commit is contained in:
stele
2020-03-09 19:05:23 +01:00
parent 879f3bb360
commit 3e7537d88c

View File

@@ -1,165 +1,168 @@
#if SHADOWMAP_ENABLED #if SHADOWMAP_ENABLED
in vec4 f_light_pos[MAX_CASCADES]; in vec4 f_light_pos[MAX_CASCADES];
uniform sampler2DArrayShadow shadowmap; uniform sampler2DArrayShadow shadowmap;
#endif #endif
uniform sampler2D headlightmap; uniform sampler2D headlightmap;
#include <envmapping.glsl> #include <envmapping.glsl>
float length2(vec3 v) float length2(vec3 v)
{ {
return dot(v, v); return dot(v, v);
} }
float calc_shadow() float calc_shadow()
{ {
#if SHADOWMAP_ENABLED #if SHADOWMAP_ENABLED
float distance = dot(f_pos.xyz, f_pos.xyz); float distance = dot(f_pos.xyz, f_pos.xyz);
uint cascade; uint cascade;
for (cascade = 0U; cascade < MAX_CASCADES; cascade++) for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
if (distance <= cascade_end[cascade]) if (distance <= cascade_end[cascade])
break; break;
vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
if (coords.z < 0.0f) if (coords.z < 0.0f)
return 0.0f; return 0.0f;
float shadow = 0.0; float shadow = 0.0;
//basic //basic
// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias)); // shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
//PCF //PCF
float bias = 0.00005f * (cascade + 1U); float bias = 0.00005f * (cascade + 1U);
vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
float radius = 1.0; float radius = 1.0;
for (float y = -1.5; y <= 1.5; y += 1.0) for (float y = -1.5; y <= 1.5; y += 1.0)
for (float x = -1.5; x <= 1.5; x += 1.0) for (float x = -1.5; x <= 1.5; x += 1.0)
shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
shadow /= 16.0; shadow /= 16.0;
return shadow; return shadow;
#else #else
return 0.0; return 0.0;
#endif #endif
} }
float glossiness = 1.0; float glossiness = 1.0;
// [0] - diffuse, [1] - specular // [0] - diffuse, [1] - specular
// do magic here // do magic here
vec2 calc_light(vec3 light_dir, vec3 fragnormal) vec2 calc_light(vec3 light_dir, vec3 fragnormal)
{ {
vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
vec3 halfway_dir = normalize(light_dir + view_dir); vec3 halfway_dir = normalize(light_dir + view_dir);
float diffuse_v = max(dot(fragnormal, light_dir), 0.0); float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v; float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v;
return vec2(diffuse_v, specular_v); return vec2(diffuse_v, specular_v);
} }
vec2 calc_point_light(light_s light, vec3 fragnormal) vec2 calc_point_light(light_s light, vec3 fragnormal)
{ {
vec3 light_dir = normalize(light.pos - f_pos.xyz); vec3 light_dir = normalize(light.pos - f_pos.xyz);
vec2 val = calc_light(light_dir, fragnormal); vec2 val = calc_light(light_dir, fragnormal);
val.x += light.ambient; val.x += light.ambient;
val *= light.intensity; val *= light.intensity;
float distance = length(light.pos - f_pos.xyz); float distance = length(light.pos - f_pos.xyz);
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
return val * atten; return val * atten;
} }
vec2 calc_spot_light(light_s light, vec3 fragnormal) vec2 calc_spot_light(light_s light, vec3 fragnormal)
{ {
vec3 light_dir = normalize(light.pos - f_pos.xyz); vec3 light_dir = normalize(light.pos - f_pos.xyz);
float theta = dot(light_dir, normalize(-light.dir)); float theta = dot(light_dir, normalize(-light.dir));
float epsilon = light.in_cutoff - light.out_cutoff; float epsilon = light.in_cutoff - light.out_cutoff;
float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
vec2 point = calc_point_light(light, fragnormal); vec2 point = calc_point_light(light, fragnormal);
return point * intensity; return point * intensity;
} }
vec2 calc_dir_light(light_s light, vec3 fragnormal) vec2 calc_dir_light(light_s light, vec3 fragnormal)
{ {
vec3 light_dir = normalize(-light.dir); vec3 light_dir = normalize(-light.dir);
return calc_light(light_dir, fragnormal); return calc_light(light_dir, fragnormal);
} }
vec2 calc_headlights(light_s light, vec3 fragnormal) vec2 calc_headlights(light_s light, vec3 fragnormal)
{ {
vec4 headlightpos = light.headlight_projection * f_pos; vec4 headlightpos = light.headlight_projection * f_pos;
vec3 coords = headlightpos.xyz / headlightpos.w; vec3 coords = headlightpos.xyz / headlightpos.w;
if (coords.z > 1.0) if (coords.z > 1.0)
return vec2(0.0); return vec2(0.0);
if (coords.z < 0.0) if (coords.z < 0.0)
return vec2(0.0); return vec2(0.0);
vec3 light_dir = normalize(light.pos - f_pos.xyz); vec3 light_dir = normalize(light.pos - f_pos.xyz);
vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0); vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0);
float distance = length(light.pos - f_pos.xyz); float distance = length(light.pos - f_pos.xyz);
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
float lightintensity = max(max(lights.r, lights.g), lights.b); float lightintensity = max(max(lights.r, lights.g), lights.b);
return part * atten * lightintensity; return part * atten * lightintensity;
} }
bool metalic = false; bool metalic = false;
vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
{ {
vec3 emissioncolor = param[0].rgb * emission; fragcolor *= param[0].rgb;
vec3 envcolor = envmap_color(fragnormal);
vec3 emissioncolor = param[0].rgb * emission;
if(lights_count == 0U) vec3 envcolor = envmap_color(fragnormal);
return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
if(lights_count == 0U)
vec2 sunlight = calc_dir_light(lights[0], fragnormal); return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; // fragcolor *= lights[0].intensity;
// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); vec2 sunlight = calc_dir_light(lights[0], fragnormal);
fragcolor += lights[0].color * diffuseamount;
fragcolor = mix(fragcolor, envcolor, reflectivity); float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
for (uint i = 1U; i < lights_count; i++) fragcolor += lights[0].color * diffuseamount;
{ fragcolor = mix(fragcolor, envcolor, reflectivity);
light_s light = lights[i];
vec2 part = vec2(0.0); for (uint i = 1U; i < lights_count; i++)
{
// if (light.type == LIGHT_SPOT) light_s light = lights[i];
// part = calc_spot_light(light, fragnormal); vec2 part = vec2(0.0);
// else if (light.type == LIGHT_POINT)
// part = calc_point_light(light, fragnormal); // if (light.type == LIGHT_SPOT)
// else if (light.type == LIGHT_DIR) // part = calc_spot_light(light, fragnormal);
// part = calc_dir_light(light, fragnormal); // else if (light.type == LIGHT_POINT)
// else if (light.type == LIGHT_HEADLIGHTS) // part = calc_point_light(light, fragnormal);
part = calc_headlights(light, fragnormal); // else if (light.type == LIGHT_DIR)
// part = calc_dir_light(light, fragnormal);
fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; // else if (light.type == LIGHT_HEADLIGHTS)
} part = calc_headlights(light, fragnormal);
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
if (shadowtone < 1.0) }
{
float shadow = calc_shadow(); float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
specularamount *= clamp(1.0 - shadow, 0.0, 1.0); if (shadowtone < 1.0)
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); {
} float shadow = calc_shadow();
fragcolor += emissioncolor; specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
vec3 specularcolor = specularamount * lights[0].color; fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
if ((param[1].w < 0.0) || (metalic == true)) }
{ fragcolor += emissioncolor;
fragcolor += specularcolor; vec3 specularcolor = specularamount * lights[0].color;
fragcolor *= texturecolor; if ((param[1].w < 0.0) || (metalic == true))
} {
else fragcolor += specularcolor;
{ fragcolor *= texturecolor;
fragcolor *= texturecolor; }
fragcolor += specularcolor; else
} {
fragcolor *= texturecolor;
return fragcolor; fragcolor += specularcolor;
} }
return fragcolor;
}