#if SHADOWMAP_ENABLED in vec4 f_light_pos[MAX_CASCADES]; uniform sampler2DArrayShadow shadowmap; #endif uniform sampler2D headlightmap; #include 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; vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; if (coords.z < 0.0f) return 0.0f; float shadow = 0.0; //basic // shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias)); //PCF float bias = 0.00005f * (cascade + 1U); vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); float radius = 1.0; 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, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); shadow /= 16.0; return shadow; #else return 0.0; #endif } float glossiness = 1.0; // [0] - diffuse, [1] - specular // do magic here 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 / (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; } bool metalic = false; vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { fragcolor *= param[1].x; vec3 emissioncolor = param[0].rgb * emission; vec3 envcolor = envmap_color(fragnormal); 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); fragcolor += lights[0].color * diffuseamount; fragcolor = mix(fragcolor, 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 - shadow, 0.0, 1.0); fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); } fragcolor += emissioncolor; vec3 specularcolor = specularamount * lights[0].color; if ((param[1].w < 0.0) || (metalic == true)) { fragcolor += specularcolor; fragcolor *= texturecolor; } else { fragcolor *= texturecolor; fragcolor += specularcolor; } return fragcolor; }