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https://github.com/MaSzyna-EU07/maszyna.git
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Improved OpenGL lightning shader
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@@ -23,18 +23,26 @@ float calc_shadow()
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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if (distance <= cascade_end[cascade])
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break;
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break;
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float dist_casc = distance / cascade_end[cascade];
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0f)
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if (coords.z < 0.0)
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return 0.0f;
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return 0.0f;
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float shadow = 0.0;
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float shadow = 0.0;
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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float bias = 0.00005f * float(cascade + 1U);
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
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float radius = 1.0;
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float radius = 1.0;
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float minradius = 0.0;
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if (cascade == 0U)
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minradius = 1.0;
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if (cascade < MAX_CASCADES - 1U)
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radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
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else
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radius = 0.5;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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@@ -65,7 +73,8 @@ vec2 calc_point_light(light_s light, vec3 fragnormal)
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val *= light.intensity;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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float atten = 1.0f / (distance * distance);
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//float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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return val * atten;
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}
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}
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@@ -137,8 +146,13 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
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fragcolor += lights[0].color * diffuseamount;
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float shadow1 = 0.0;
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fragcolor = mix(fragcolor, envcolor, reflectivity);
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if (shadowtone < 1.0)
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{
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shadow1 = (1 - shadowtone) * clamp(calc_shadow(), 0.0, 1.00);
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}
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fragcolor += lights[0].color * 5.0 * (1.0 - shadow1) * diffuseamount;
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fragcolor = mix(fragcolor * 0.35, envcolor, reflectivity);
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for (uint i = 1U; i < lights_count; i++)
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for (uint i = 1U; i < lights_count; i++)
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{
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{
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@@ -160,9 +174,9 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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if (shadowtone < 1.0)
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{
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{
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float shadow = calc_shadow();
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//float shadow = calc_shadow();
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specularamount *= clamp(1.0 - shadow, 0.0, 1.0);
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specularamount *= clamp(1.0 - shadow1, 0.0, 1.00);
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fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0));
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//fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp((diffuseamount) * shadow1 , 0.0, 1.0));
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}
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}
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fragcolor += emissioncolor;
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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vec3 specularcolor = specularamount * lights[0].color;
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