#include float calc_shadow() { #if SHADOWMAP_ENABLED vec3 coords = f_light_pos.xyz / f_light_pos.w; if (coords.z < 0.0f) return 1.0f; //sampler PCF //float shadow = texture(shadowmap, coords.xyz); //sampler PCF + PCF float shadow = 0.0; vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); 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, coords.xyz + vec3(vec2(x, y) * texel, 0.0)); shadow /= 16.0; return 1.0 - shadow; #else return 1.0; #endif } // [0] - diffuse, [1] - specular // do magic here vec2 calc_light(vec3 light_dir) { #ifdef NORMALMAP vec3 normal = normal; #elif defined(WATER) vec3 normal = normal_d; #elif defined(PARALLAX) vec3 normal = normal_p; #else vec3 normal = normalize(f_normal); #endif 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(normal, light_dir), 0.0); float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0); return vec2(diffuse_v, specular_v); } vec2 calc_point_light(light_s light) { vec3 light_dir = normalize(light.pos - f_pos.xyz); vec2 val = calc_light(light_dir); val.x += light.ambient; val *= light.intensity; float distance = length(light.pos - f_pos.xyz); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); return val * atten; } vec2 calc_spot_light(light_s light) { 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); return point * intensity; } vec2 calc_dir_light(light_s light) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir); }