#if SHADOWMAP_ENABLED in vec4 f_light_pos[MAX_CASCADES]; uniform sampler2DArrayShadow shadowmap; #endif uniform sampler2D headlightmap; #include #include float glossiness = 1.0; float metalic = 0.0; float length2(vec3 v) { return dot(v, v); } float calc_shadow() { #if SHADOWMAP_ENABLED float distance = dot(f_pos.xyz, f_pos.xyz); uint cascade; for (cascade = 0U; cascade < MAX_CASCADES; cascade++) if (distance <= cascade_end[cascade]) break; float dist_casc = distance / cascade_end[cascade]; vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; if (coords.z < 0.0) return 0.0f; float shadow = 0.0; float bias = 0.00005f * float(cascade + 1U); vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); //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)); float radius = 1.0; float minradius = 0.0; if (cascade == 0U) minradius = 1.0; if (cascade < MAX_CASCADES - 1U) radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc); else radius = 0.5; for (float y = -1.5; y <= 1.5; y += 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 /= 16.0; return shadow; #else return 0.0; #endif } vec2 calc_light(vec3 light_dir, vec3 fragnormal) { vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); vec3 halfway_dir = normalize(light_dir + view_dir); 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; return vec2(diffuse_v, specular_v); } vec2 calc_point_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); vec2 val = calc_light(light_dir, fragnormal); val.x += light.ambient; val *= light.intensity; float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (distance * distance); //float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); return val * atten; } vec2 calc_spot_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(light.pos - f_pos.xyz); float theta = dot(light_dir, normalize(-light.dir)); float epsilon = light.in_cutoff - light.out_cutoff; float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); vec2 point = calc_point_light(light, fragnormal); return point * intensity; } vec2 calc_dir_light(light_s light, vec3 fragnormal) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir, fragnormal); } vec2 calc_headlights(light_s light, vec3 fragnormal) { vec4 headlightpos = light.headlight_projection * f_pos; vec3 coords = headlightpos.xyz / headlightpos.w; if (coords.z > 1.0) return vec2(0.0); if (coords.z < 0.0) return vec2(0.0); 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); float distance = length(light.pos - f_pos.xyz); 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)); vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; float lightintensity = max(max(lights.r, lights.g), lights.b); return part * atten * lightintensity; } // [0] - diffuse, [1] - specular // do magic here vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { vec3 basecolor = param[0].rgb; fragcolor *= basecolor; vec3 emissioncolor = basecolor * emission; vec3 envcolor = envmap_color(fragnormal); // yuv path vec3 texturecoloryuv = rgb2yuv(texturecolor); vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); // hsl path // vec3 texturecolorhsl = rgb2hsl(texturecolor); // vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5)); vec3 envyuv = rgb2yuv(envcolor); texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity); if(lights_count == 0U) return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; // fragcolor *= lights[0].intensity; vec2 sunlight = calc_dir_light(lights[0], fragnormal); float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; // fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); float shadow1 = 0.0; if (shadowtone < 1.0) { shadow1 = (1 - shadowtone) * clamp(calc_shadow(), 0.0, 1.00); } fragcolor += lights[0].color * 5.0 * (1.0 - shadow1) * diffuseamount; fragcolor = mix(fragcolor * 0.35, envcolor, reflectivity); for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; vec2 part = vec2(0.0); // if (light.type == LIGHT_SPOT) // part = calc_spot_light(light, fragnormal); // else if (light.type == LIGHT_POINT) // part = calc_point_light(light, fragnormal); // else if (light.type == LIGHT_DIR) // part = calc_dir_light(light, fragnormal); // else if (light.type == LIGHT_HEADLIGHTS) part = calc_headlights(light, fragnormal); fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; } float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); if (shadowtone < 1.0) { //float shadow = calc_shadow(); specularamount *= clamp(1.0 - shadow1, 0.0, 1.00); //fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp((diffuseamount) * shadow1 , 0.0, 1.0)); } fragcolor += emissioncolor; vec3 specularcolor = specularamount * lights[0].color; if (param[1].w < 0.0) { float metalic = 1.0; } fragcolor = mix(((fragcolor + specularcolor) * texturecolor),(fragcolor * texturecolor + specularcolor),metalic) ; return fragcolor; }